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https://github.com/PHIDIAS0303/ExpCluster.git
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* Fix bugs in core and add default args to Gui defs * Refactor production Gui * Refactor landfill blueprint button * Fix more bugs in core * Consistent naming of new guis * Refactor module inserter gui * Refactor surveillance gui * Add shorthand for data from arguments * Make element names consistent * Add types * Change how table rows work * Refactor player stats gui * Refactor quick actions gui * Refactor research milestones gui * Refactor player bonus gui * Refactor science production gui * Refactor autofill gui * Cleanup use of aligned flow * Rename "Gui.element" to "Gui.define" * Rename Gui types * Rename property_from_arg * Add guide for making guis * Add full reference document * Add condensed reference * Apply style guide to refactored guis * Bug fixes
174 lines
6.5 KiB
Lua
174 lines
6.5 KiB
Lua
local Storage = require("modules/exp_util/storage")
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local Gui = require("modules/exp_gui")
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local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
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----- Locals -----
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local follow_label -- Gui constructor
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local following = {}
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local spectating = {}
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local Public = {}
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----- Storage data -----
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Storage.register({
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following = following,
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spectating = spectating,
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}, function(tbl)
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following = tbl.following
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spectating = tbl.spectating
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end)
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----- Public Functions -----
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--- Test if a player is in spectator mode
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-- @tparam LuaPlayer player The player to test the controller type of
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-- @treturn boolean Returns true if the player is in spectator mode
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function Public.is_spectating(player)
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assert(player and player.valid, "Invalid player given to follower")
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return player.controller_type == defines.controllers.spectator
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end
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--- Puts a player into spectator mode while maintaining an association to their character
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-- @tparam LuaPlayer player The player that will be placed into spectator mode
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-- @treturn boolean Returns false if the player was already in spectator mode
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function Public.start_spectate(player)
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assert(player and player.valid, "Invalid player given to follower")
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if spectating[player.index] or not player.character then return false end
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local character = player.character
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local opened = player.opened
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player.set_controller{ type = defines.controllers.spectator }
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player.associate_character(character)
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spectating[player.index] = character
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if opened then player.opened = opened end -- Maintain opened after controller change
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return true
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end
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--- Return a player from spectator mode back to their character, if their character was killed then respawn them
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-- @tparam LuaPlayer player The player that will leave spectator mode
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function Public.stop_spectate(player)
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assert(player and player.valid, "Invalid player given to follower")
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local character = spectating[player.index]
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spectating[player.index] = nil
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if character and character.valid then
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local opened = player.opened
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player.teleport(character.position, character.surface)
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player.set_controller{ type = defines.controllers.character, character = character }
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if opened then player.opened = opened end -- Maintain opened after controller change
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else
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player.ticks_to_respawn = 300
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end
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end
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--- Test if a player is in follow mode
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-- @tparam LuaPlayer player The player to test the follow mode of
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-- @treturn boolean Returns true if the player is in follow mode
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function Public.is_following(player)
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assert(player and player.valid, "Invalid player given to follower")
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return following[player.index] ~= nil
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end
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--- Puts a player into spectator mode and follows an entity as it moves
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-- @tparam LuaPlayer player The player that will follow the entity
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-- @tparam ?LuaPlayer|LuaEntity entity The player or entity that will be followed
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function Public.start_follow(player, entity)
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assert(player and player.valid, "Invalid player given to follower")
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assert(entity and entity.valid, "Invalid entity given to follower")
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local spectate = Public.start_spectate(player)
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player.close_map()
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follow_label(player.gui.screen, entity)
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player.teleport(entity.position, entity.surface)
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following[player.index] = { player, entity, entity.position, spectate }
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end
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--- Returns camera control to the player, will return a player to their character if start_follow placed them into spectator mode
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-- @tparam LuaPlayer player The player that will regain control of their camera
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function Public.stop_follow(player)
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assert(player and player.valid, "Invalid player given to follower")
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if following[player.index] and following[player.index][4] and Public.is_spectating(player) then
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Public.stop_spectate(player)
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end
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Gui.destroy_if_valid(player.gui.screen.follow_label)
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following[player.index] = nil
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end
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--- Returns camera control to all players, will return a player to their character if start_follow placed them into spectator mode
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function Public.stop_all()
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for key, data in pairs(following) do
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Public.stop_follow(data[1])
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end
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end
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----- Gui -----
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--- Label used to show that the player is following, also used to allow esc to stop following
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follow_label = Gui.define("follow-label")
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:draw(function(def, parent, target)
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Gui.destroy_if_valid(parent.follow_label)
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local label = parent.add{
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type = "label",
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name = "follow_label",
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style = "frame_title",
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caption = "Following " .. target.name .. ".\nClick here or press esc to stop following.",
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}
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local player = Gui.get_player(parent)
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local res = player.display_resolution
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label.location = { 0, res.height - 150 }
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label.style.width = res.width
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label.style.horizontal_align = "center"
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player.opened = label
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return label
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end)
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:on_click(function(def, player, element)
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Public.stop_follow(player)
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end)
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:on_closed(function(def, player, element)
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-- Don't call set_controller during on_close as it invalidates the controller
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-- Setting an invalid position (as to not equal their current) will call stop_follow on the next tick
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following[player.index][3] = {}
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end)
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----- Events -----
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--- Updates the location of the player as well as doing some sanity checks
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-- @tparam LuaPlayer player The player to update the position of
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-- @tparam ?LuaPlayer|LuaEntity entity The player or entity being followed
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local function update_player_location(player, entity, old_position)
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if player.character or not entity.valid then
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Public.stop_follow(player)
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elseif player.position.x ~= old_position.x or player.position.y ~= old_position.y then
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Public.stop_follow(player)
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else
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player.teleport(entity.position, entity.surface)
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end
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end
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--- Updates the locations of all players currently following something
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local function update_all()
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for _, data in pairs(following) do
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update_player_location(data[1], data[2], data[3])
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data[3] = data[1].position
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end
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end
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-- Update the location of all players each tick
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Event.add(defines.events.on_tick, update_all)
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-- Check for player leaving
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Event.add(defines.events.on_pre_player_left_game, function(event)
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local player = game.players[event.player_index]
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Public.stop_follow(player)
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for _, data in pairs(following) do
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if data[2] == player then
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Public.stop_follow(data[1])
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end
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end
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end)
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----- Module Return -----
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return Public
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