Files
factorio-scenario-ExpCluster/exp_legacy/module/modules/gui/rocket-info.lua
Cooldude2606 7ab721b4b6 Refactor some of the Guis from the legacy plugin (#399)
* 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
2025-08-29 14:30:30 +01:00

586 lines
21 KiB
Lua

--[[-- Gui Module - Rocket Info
- Adds a rocket infomation gui which shows general stats, milestones and build progress of rockets
@gui Rocket-Info
@alias rocket_info
]]
local ExpUtil = require("modules/exp_util")
local Gui = require("modules/exp_gui")
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local config = require("modules.exp_legacy.config.gui.rockets") --- @dep config.gui.rockets
local Colors = require("modules/exp_util/include/color")
local Rockets = require("modules.exp_legacy.modules.control.rockets") --- @dep modules.control.rockets
local time_formats = {
caption = ExpUtil.format_time_factory_locale{ format = "short", minutes = true, seconds = true },
caption_hours = ExpUtil.format_time_factory_locale{ format = "short", hours = true, minutes = true },
tooltip = ExpUtil.format_time_factory_locale{ format = "long", minutes = true, seconds = true },
tooltip_hours = ExpUtil.format_time_factory_locale{ format = "long", hours = true, minutes = true, seconds = true },
}
--- Check if a player is allowed to use certain interactions
local function check_player_permissions(player, action)
if not config.progress["allow_" .. action] then
return false
end
if config.progress[action .. "_admins_only"] and not player.admin then
return false
end
if config.progress[action .. "_role_permission"]
and not Roles.player_allowed(player, config.progress[action .. "_role_permission"]) then
return false
end
return true
end
--- Button to toggle the auto launch on a rocket silo
-- @element toggle_launch
local toggle_launch = Gui.define("toggle_launch")
:draw{
type = "sprite-button",
sprite = "utility/play",
tooltip = { "rocket-info.toggle-rocket-tooltip" },
name = Gui.from_name,
}
:style(Gui.styles.sprite{
size = 16,
})
:on_click(function(def, player, element)
local rocket_silo_name = element.parent.name:sub(8)
local rocket_silo = Rockets.get_silo_entity(rocket_silo_name)
if rocket_silo.auto_launch then
element.sprite = "utility/play"
element.tooltip = { "rocket-info.toggle-rocket-tooltip" }
rocket_silo.auto_launch = false
else
element.sprite = "utility/stop"
element.tooltip = { "rocket-info.toggle-rocket-tooltip-disabled" }
rocket_silo.auto_launch = true
end
end)
--- XY cords that allow zoom to map when pressed
-- @element silo_cords
local silo_cords = Gui.define("silo_cords")
:draw(function(definition, parent, silo_data)
local silo_name = silo_data.silo_name
local pos = silo_data.position
local tooltip = config.progress.allow_zoom_to_map and { "rocket-info.progress-label-tooltip" } or nil
-- Add the x cord flow
local flow_x = parent.add{
type = "flow",
name = "label-x-" .. silo_name,
caption = silo_name,
}
flow_x.style.padding = { 0, 2, 0, 1 }
-- Add the x cord label
local label_x = flow_x.add{
type = "label",
caption = { "rocket-info.progress-x-pos", pos.x },
tooltip = tooltip,
}
-- Add the y cord flow
local flow_y = parent.add{
type = "flow",
name = "label-y-" .. silo_name,
caption = silo_name,
}
flow_y.style.padding = { 0, 2, 0, 1 }
-- Add the y cord label
local label_y = flow_y.add{
type = "label",
caption = { "rocket-info.progress-y-pos", pos.y },
tooltip = tooltip,
}
if config.progress.allow_zoom_to_map then
definition:link_element(label_x)
definition:link_element(label_y)
end
return Gui.no_return()
end)
:on_click(function(def, player, element)
local rocket_silo_name = element.parent.caption
local rocket_silo = Rockets.get_silo_entity(rocket_silo_name)
player.set_controller{ type = defines.controllers.remote, position = rocket_silo.position, surface = rocket_silo.surface }
end)
--- Base element for each rocket in the progress list
-- @element rocket_entry
local rocket_entry = Gui.define("rocket_entry")
:draw(function(_, parent, silo_data)
local silo_name = silo_data.silo_name
local player = Gui.get_player(parent)
-- Add the toggle auto launch if the player is allowed it
-- Auto launch was removed from the api and no 2.0 equivalent was added
-- https://forums.factorio.com/viewtopic.php?f=28&t=118065&p=656502
if check_player_permissions(player, "toggle_active") then
parent.add{ type = "flow" }
--[[local flow = parent.add{ type = "flow", name = "toggle-" .. silo_name }
local button = toggle_launch(flow)
button.tooltip = silo_data.toggle_tooltip
button.sprite = silo_data.toggle_sprite]]
end
-- Draw the silo cords element
silo_cords(parent, silo_data)
-- Add a progress label
local alignment = Gui.elements.aligned_flow(parent, { name = silo_name })
local element =
alignment.add{
type = "label",
name = "label",
caption = silo_data.progress_caption,
tooltip = silo_data.progress_tooltip,
}
-- Return the progress label
return element
end)
--- Data label which contains a name and a value label pair
-- @element data_label
local data_label = Gui.define("data_label")
:draw(function(_, parent, label_data)
local data_name = label_data.name
local data_subname = label_data.subname
local data_fullname = data_subname and data_name .. data_subname or data_name
-- Add the name label
local name_label = parent.add{
type = "label",
name = data_fullname .. "-label",
caption = { "rocket-info.data-caption-" .. data_name, data_subname },
tooltip = { "rocket-info.data-tooltip-" .. data_name, data_subname },
}
name_label.style.padding = { 0, 2 }
--- Right aligned label to store the data
local alignment = Gui.elements.aligned_flow(parent, { name = data_fullname })
local element =
alignment.add{
type = "label",
name = "label",
caption = label_data.value,
tooltip = label_data.tooltip,
}
element.style.padding = { 0, 2 }
return element
end)
-- Used to update the captions and tooltips on the data labels
local function update_data_labels(parent, data_label_data)
for _, label_data in ipairs(data_label_data) do
local data_name = label_data.subname and label_data.name .. label_data.subname or label_data.name
if not parent[data_name] then
data_label(parent, label_data)
else
local data_label_element = parent[data_name].label
data_label_element.tooltip = label_data.tooltip
data_label_element.caption = label_data.value
end
end
end
local function get_progress_data(force_name)
local force_silos = Rockets.get_silos(force_name)
local progress_data = {}
for _, silo_data in pairs(force_silos) do
local rocket_silo = silo_data.entity
if not rocket_silo or not rocket_silo.valid then
-- Remove from list if not valid
force_silos[silo_data.name] = nil
table.insert(progress_data, {
silo_name = silo_data.name,
remove = true,
})
else
-- Get the progress caption and tooltip
local progress_color = Colors.white
local progress_caption = { "rocket-info.progress-caption", rocket_silo.rocket_parts }
local progress_tooltip = { "rocket-info.progress-tooltip", silo_data.launched or 0 }
local status = rocket_silo.status == defines.entity_status.waiting_to_launch_rocket
if status and silo_data.awaiting_reset then
progress_caption = { "rocket-info.progress-launched" }
progress_color = Colors.green
elseif status then
progress_caption = { "rocket-info.progress-caption", 100 }
progress_color = Colors.cyan
else
silo_data.awaiting_reset = false
end
-- Get the toggle button data
local toggle_tooltip = { "rocket-info.toggle-rocket-tooltip-disabled" }
local toggle_sprite = "utility/play"
if false --[[rocket_silo.auto_launch]] then
toggle_tooltip = { "rocket-info.toggle-rocket-tooltip" }
toggle_sprite = "utility/stop"
end
-- Insert the gui data
table.insert(progress_data, {
silo_name = silo_data.name,
position = rocket_silo.position,
allow_launch = not silo_data.awaiting_reset and status or false,
progress_color = progress_color,
progress_caption = progress_caption,
progress_tooltip = progress_tooltip,
toggle_tooltip = toggle_tooltip,
toggle_sprite = toggle_sprite,
})
end
end
return progress_data
end
--- Update the build progress section
local function update_build_progress(parent, progress_data)
local show_message = true
for _, silo_data in ipairs(progress_data) do
parent.parent.no_silos.visible = false
parent.visible = true
local silo_name = silo_data.silo_name
local progress_label = parent[silo_name]
if silo_data.remove then
-- Remove the rocket from the list
Gui.destroy_if_valid(parent["toggle-" .. silo_name])
Gui.destroy_if_valid(parent["launch-" .. silo_name])
Gui.destroy_if_valid(parent["label-x-" .. silo_name])
Gui.destroy_if_valid(parent["label-y-" .. silo_name])
Gui.destroy_if_valid(parent[silo_name])
elseif not progress_label then
-- Add the rocket to the list
show_message = false
rocket_entry(parent, silo_data)
else
show_message = false
-- Update the existing labels
progress_label = progress_label.label
progress_label.caption = silo_data.progress_caption
progress_label.tooltip = silo_data.progress_tooltip
progress_label.style.font_color = silo_data.progress_color
-- Update the toggle button
local toggle_button = parent["toggle-" .. silo_name]
if toggle_button then
toggle_button = toggle_button[toggle_launch.name]
toggle_button.tooltip = silo_data.toggle_tooltip
toggle_button.sprite = silo_data.toggle_sprite
end
end
end
if show_message then
parent.parent.no_silos.visible = true
parent.visible = false
end
end
--- Gets the label data for all the different stats
local function get_stats_data(force_name)
local force_rockets = Rockets.get_rocket_count(force_name)
local stats = Rockets.get_stats(force_name)
local stats_data = {}
-- Format the first launch data
if config.stats.show_first_rocket then
local value = stats.first_launch or 0
table.insert(stats_data, {
name = "first-launch",
value = time_formats.caption_hours(value),
tooltip = time_formats.tooltip_hours(value),
})
end
-- Format the last launch data
if config.stats.show_last_rocket then
local value = stats.last_launch or 0
table.insert(stats_data, {
name = "last-launch",
value = time_formats.caption_hours(value),
tooltip = time_formats.tooltip_hours(value),
})
end
-- Format fastest launch data
if config.stats.show_fastest_rocket then
local value = stats.fastest_launch or 0
table.insert(stats_data, {
name = "fastest-launch",
value = time_formats.caption_hours(value),
tooltip = time_formats.tooltip_hours(value),
})
end
-- Format total rocket data
if config.stats.show_total_rockets then
local total_rockets = Rockets.get_game_rocket_count()
total_rockets = total_rockets == 0 and 1 or total_rockets
local percentage = math.round(force_rockets / total_rockets, 3) * 100
table.insert(stats_data, {
name = "total-rockets",
value = force_rockets,
tooltip = { "rocket-info.value-tooltip-total-rockets", percentage },
})
end
-- Format game avg data
if config.stats.show_game_avg then
local avg = force_rockets > 0 and math.floor(game.tick / force_rockets) or 0
table.insert(stats_data, {
name = "avg-launch",
value = time_formats.caption(avg),
tooltip = time_formats.tooltip(avg),
})
end
-- Format rolling avg data
for _, avg_over in pairs(config.stats.rolling_avg) do
local avg = Rockets.get_rolling_average(force_name, avg_over)
table.insert(stats_data, {
name = "avg-launch-n",
subname = avg_over,
value = time_formats.caption(avg),
tooltip = time_formats.tooltip(avg),
})
end
-- Return formated data
return stats_data
end
--- Gets the label data for the milestones
local function get_milestone_data(force_name)
local force_rockets = Rockets.get_rocket_count(force_name)
local milestone_data = {}
for _, milestone in ipairs(config.milestones) do
if milestone <= force_rockets then
local time = Rockets.get_rocket_time(force_name, milestone)
table.insert(milestone_data, {
name = "milestone-n",
subname = milestone,
value = time_formats.caption_hours(time),
tooltip = time_formats.tooltip_hours(time),
})
else
table.insert(milestone_data, {
name = "milestone-n",
subname = milestone,
value = { "rocket-info.data-caption-milestone-next" },
tooltip = { "rocket-info.data-tooltip-milestone-next" },
})
break
end
end
return milestone_data
end
-- Button to toggle a section dropdown
-- @element toggle_section
local toggle_section = Gui.define("rocket_info_toggle_section")
:draw{
type = "sprite-button",
sprite = "utility/expand",
hovered_sprite = "utility/expand",
tooltip = { "rocket-info.toggle-section-tooltip" },
style = "frame_action_button",
name = Gui.from_name,
}
:style(Gui.styles.sprite{
size = 20,
})
:on_click(function(def, player, element)
local header_flow = assert(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"
element.tooltip = { "rocket-info.toggle-section-collapse-tooltip" }
else
element.sprite = "utility/expand"
element.tooltip = { "rocket-info.toggle-section-tooltip" }
end
end)
-- Draw a section header and main scroll
-- @element rocket_list_container
local section = Gui.define("rocket_info_section")
:draw(function(definition, parent, section_name, table_size)
-- Draw the header for the section
local header = Gui.elements.header(parent, {
name = section_name .. "-header",
caption = { "rocket-info.section-caption-" .. section_name },
tooltip = { "rocket-info.section-tooltip-" .. section_name },
})
definition:link_element(header.label)
-- Right aligned button to toggle the section
header.caption = section_name
toggle_section(header)
-- Table used to store the data
local scroll_table = Gui.elements.scroll_table(parent, 215, table_size, section_name)
scroll_table.parent.visible = false
-- Return the flow table
return definition:unlink_element(scroll_table)
end)
:on_click(function(def, player, element, event)
event.element = element.parent.flow[toggle_section.name]
toggle_section:raise_event(event)
end)
--- Main gui container for the left flow
-- @element rocket_list_container
local rocket_list_container = Gui.define("rocket_list_container")
:draw(function(definition, parent)
-- Draw the internal container
local container = Gui.elements.container(parent, 200)
-- Set the container style
local style = container.style
style.padding = 0
local player = Gui.get_player(parent)
local force_name = player.force.name
-- Draw stats section
if config.stats.show_stats then
update_data_labels(section(container, "stats", 2), get_stats_data(force_name))
end
-- Draw milestones section
if config.milestones.show_milestones then
update_data_labels(section(container, "milestones", 2), get_milestone_data(force_name))
end
-- Draw build progress list
if config.progress.show_progress then
local col_count = 3
if check_player_permissions(player, "toggle_active") then col_count = col_count + 1 end
local progress = section(container, "progress", col_count)
-- Label used when there are no active silos
local no_silos = progress.parent.add{
type = "label",
name = "no_silos",
caption = { "rocket-info.progress-no-silos" },
}
no_silos.style.padding = { 1, 2 }
update_build_progress(progress, get_progress_data(force_name))
end
-- Return the external container
return container.parent
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(rocket_list_container, function(player, element)
return player.force.rockets_launched > 0 and Roles.player_allowed(player, "gui/rocket-info")
end)
Gui.toolbar.create_button{
name = "rocket_list_toggle",
left_element = rocket_list_container,
sprite = "item/rocket-silo",
tooltip = { "rocket-info.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/rocket-info")
end
}
--- Update the gui for all players on a force
local function update_rocket_gui_all(force_name)
local stats = get_stats_data(force_name)
local milestones = get_milestone_data(force_name)
local progress = get_progress_data(force_name)
for _, player in pairs(game.forces[force_name].players) do
local container = Gui.get_left_element(rocket_list_container, player)
local frame = container.frame
update_data_labels(frame.stats.table, stats)
update_data_labels(frame.milestones.table, milestones)
update_build_progress(frame.progress.table, progress)
end
end
--- Event used to update the stats when a rocket is launched
--- @param event EventData.on_cargo_pod_finished_ascending
Event.add(defines.events.on_cargo_pod_finished_ascending, function(event)
update_rocket_gui_all(event.cargo_pod.force.name)
end)
--- Update only the progress gui for a force
local function update_rocket_gui_progress(force_name)
local progress = get_progress_data(force_name)
for _, player in pairs(game.forces[force_name].connected_players) do
local container = Gui.get_left_element(rocket_list_container, player)
local frame = container.frame
update_build_progress(frame.progress.table, progress)
end
end
--- Event used to set a rocket silo to be awaiting reset
--- @param event EventData.on_rocket_launch_ordered
Event.add(defines.events.on_rocket_launch_ordered, function(event)
update_rocket_gui_progress(event.rocket_silo.force.name)
end)
Event.on_nth_tick(150, function()
for _, force in pairs(game.forces) do
if #Rockets.get_silos(force.name) > 0 then
update_rocket_gui_progress(force.name)
end
end
end)
--- Adds a silo to the list when it is built
--- @param event EventData.on_built_entity | EventData.on_robot_built_entity
local function on_built(event)
local entity = event.entity
if entity.valid and entity.name == "rocket-silo" then
update_rocket_gui_progress(entity.force.name)
end
end
Event.add(defines.events.on_built_entity, on_built)
Event.add(defines.events.on_robot_built_entity, on_built)
--- Redraw the progress section on role change
local function role_update_event(event)
if not config.progress.show_progress then return end
local player = game.players[event.player_index]
local container = Gui.get_left_element(rocket_list_container, player)
local progress_scroll = container.frame.progress
Gui.destroy_if_valid(progress_scroll.table)
local col_count = 3
if check_player_permissions(player, "toggle_active") then col_count = col_count + 1 end
local progress = progress_scroll.add{
type = "table",
name = "table",
column_count = col_count,
}
update_build_progress(progress, get_progress_data(player.force.name))
end
Event.add(Roles.events.on_role_assigned, role_update_event)
Event.add(Roles.events.on_role_unassigned, role_update_event)
return rocket_list_container