Files
factorio-scenario-ExpCluster/modules/gui/player-list.lua
2019-09-28 16:17:17 +01:00

398 lines
13 KiB
Lua

--[[-- Gui Module - Player List
- Adds a player list to show names and play time; also includes action buttons which can apply to players
@gui Player-List
@alias player_list
]]
local Gui = require 'expcore.gui' --- @dep expcore.gui
local Roles = require 'expcore.roles' --- @dep expcore.roles
local Store = require 'expcore.store' --- @dep expcore.store
local Game = require 'utils.game' --- @dep utils.game
local Event = require 'utils.event' --- @dep utils.event
local config = require 'config.action_buttons' --- @dep config.action_buttons
local Colors = require 'resources.color_presets' --- @dep resources.color_presets
require 'expcore.toolbar' --- @dep expcore.toolbar
Gui.require_concept('label')
Gui.require_concept('button')
Gui.require_concept('text_field')
Gui.require_concept('frame')
Gui.require_style('expstyle')
local action_player_store = 'gui.left.player-list.action-player'
local action_name_store = 'gui.left.player-list.action-name'
--- Name label that alows zoom to map
-- @element zoom_to_map
local zoom_to_map =
Gui.new_concept('label')
:new_event('on_click',defines.events.on_gui_click)
:on_click(function(event)
local action_player_name = event.element.caption
local action_player = Game.get_player_from_any(action_player_name)
if event.button == defines.mouse_button_type.left then
-- lmb will zoom to map
local position = action_player.position
event.player.zoom_to_world(position,1.75)
else
-- rmb will open settings
local player_name = event.player.name
local old_action_player_name = Store.get(action_player_store,player_name)
if action_player_name == old_action_player_name then
Store.clear(action_player_store,player_name) -- will close if already open
else
Store.set(action_player_store,player_name,action_player_name)
end
end
end)
:define_pre_draw(function(properties,parent,element)
-- Place the button into a flow
local flow =
parent.add{
type = 'flow',
}
return element, flow
end)
:define_draw(function(properties,parent,element,player,role_name)
local player_name = player.name
element.caption = player_name
element.tooltip = {'player-list.open-map',player_name,player.tag,role_name}
Gui.set_padding(element,0,0,0,2)
element.style.font_color = player.chat_color
end)
--- Right align for the time label
-- @element right_align
local right_align =
Gui.new_concept('alignment')
--- Shows the players online time
-- @element time_label
local time =
Gui.new_concept('time_label')
:set_time_format{minutes = true}
:set_time(0)
:define_draw(function(properties,parent,element)
Gui.set_padding(element)
end)
--- Button used to open the action bar
-- @element open_action_bar
local open_action_bar =
Gui.new_concept('button')
:set_sprite('utility/expand_dots_white')
:set_tooltip{'player-list.open-action-bar'}
:define_pre_draw(function(properties,parent,element,action_player_name)
-- Place the button into a flow
local flow =
parent.add{
type = 'flow',
name = action_player_name
}
return element, flow
end)
:define_draw(function(properties,parent,element)
-- Update the style of the element
element.style = 'frame_button'
local style = element.style
style.padding = -2
style.width = 8
style.height = 14
end)
:on_click(function(event)
-- Open the action bar when pressed
local element = event.element
local player_name = event.player.name
local new_action_player_name = element.parent.name
local action_player_name = Store.get(action_player_store,player_name)
if action_player_name == new_action_player_name then
Store.clear(action_player_store,player_name) -- will close if already open
else
Store.set(action_player_store,player_name,new_action_player_name)
end
end)
--- Button used to close the action bar
-- @element close_action_bar
local close_action_bar =
Gui.new_concept('button')
:set_sprite('utility/close_black','utility/close_white')
:set_tooltip{'player-list.close-action-bar'}
:define_draw(function(properties,parent,element)
-- Update the style of the element
element.style = 'tool_button'
local style = element.style
style.padding = -1
style.height = 28
style.width = 28
end)
:on_click(function(event)
-- Close the action bar
local player_name = event.player.name
Store.clear(action_player_store,player_name)
Store.clear(action_name_store,player_name)
end)
--- Adds all the player info into the content table
-- @element player_info
local player_info =
Gui.new_concept()
:define_draw(function(properties,parent,element,player,role_name)
local player_name = player.name
open_action_bar:draw(parent,nil,player_name)
zoom_to_map:draw(parent,nil,player,role_name)
time:update_time(time:draw(right_align:draw(parent,time.name..player_name)),player.online_time)
end)
--- Stores all the online players
-- @element content_table
local content_table =
Gui.new_concept('scroll_table')
:set_height(188)
:set_column_count(3)
--- Stores all the action buttons
-- @element action_bar
local action_bar =
Gui.new_concept('frame')
:define_draw(function(properties,parent,element)
element.style = 'subfooter_frame'
Gui.set_padding(element,1,1,3,3)
local style = element.style
style.horizontally_stretchable = true
style.height = 35
close_action_bar:draw(element)
local player = Gui.get_player_from_element(element)
local action_player = Store.get(action_player_store,player.name)
for action_name,buttons in pairs(config) do
local permission_flow =
element.add{
type='flow',
name=action_name
}
for _,button in ipairs(buttons) do
button:draw(permission_flow)
end
if not Roles.player_allowed(player,action_name) then
permission_flow.visible = false
end
if buttons.auth and action_player and not buttons.auth(player,action_player) then
permission_flow.visible = false
end
end
if not action_player then
element.visible = false
end
end)
--- Text entry for reason
-- @element reason_field
local reason_field =
Gui.new_concept('text_field')
:set_tooltip{'player-list.reason-entry'}
:define_draw(function(properties,parent,element)
element.style = 'stretchable_textfield'
local style = element.style
style.padding = 0
style.minimal_width = 160
style.height = 28
end)
--- Button used to confirm a reason
-- @element reason_confirm
local reason_confirm =
Gui.new_concept('button')
:set_sprite('utility/confirm_slot')
:set_tooltip{'player-list.reason-confirm'}
:define_draw(function(properties,parent,element)
-- Update the style of the element
element.style = 'tool_button'
local style = element.style
style.padding = -1
style.height = 28
style.width = 28
end)
:on_click(function(event)
-- Confirm the reason given
local element = event.element
local player_name = event.player.name
local reason = element.parent.entry.text or 'Non Given'
local action_name = Store.get(action_name_store,player_name)
local reason_callback = config[action_name].reason_callback
reason_callback(event.player,reason)
Store.clear(action_player_store,player_name)
Store.clear(action_name_store,player_name)
element.parent.entry.text = ''
end)
--- Stores the reason entry and confirmation button
-- @element reason_bar
local reason_bar =
Gui.new_concept('frame')
:define_draw(function(properties,parent,element)
element.style = 'subfooter_frame'
Gui.set_padding(element,-1,-1,3,3)
local style = element.style
style.horizontally_stretchable = true
style.height = 35
local player = Gui.get_player_from_element(element)
local action_name = Store.get(action_name_store,player.name)
element.visible = action_name ~= nil
reason_field:draw(element)
reason_confirm:draw(element)
end)
--- Updates the action bar
local player_list
local function update_action_bar(player)
local content = player_list:get_content(player)
local element = Gui.find(content,action_bar)
local action_player_name = Store.get(action_player_store,player.name)
if not action_player_name then
element.visible = false
else
local action_player = Game.get_player_from_any(action_player_name)
if not action_player.connected then
element.visible = false
Store.clear(action_player_store,player.name) -- clears store if player is offline
Store.clear(action_name_store,player.name)
else
element.visible = true
for action_name,buttons in pairs(config) do
if buttons.auth and not buttons.auth(player,action_player) then
print(action_name)
element[action_name].visible = false
elseif Roles.player_allowed(player,action_name) then
element[action_name].visible = true
end
end
end
end
end
--- Adds fake players to the player list
local function add_fake_players(content_area,count)
local role_name = 'Fake Player'
for i = 1,count do
local player = {
name='Player '..i,
index=0-i,
tag='',
online_time=math.random(0,game.tick),
afk_time=math.random(0,game.tick),
chat_color=table.get_random_dictionary_entry(Colors)
}
player_info:draw(content_area,nil,player,role_name)
end
end
--- Registers the player list
-- @element player_list
player_list =
Gui.new_concept('toolbar-frame')
:set_permission_alias('gui/player-list')
:set_sprite('entity/character')
:set_tooltip{'player-list.main-tooltip'}
:set_open_by_default(true)
:set_direction('vertical')
:define_draw(function(properties,parent,element)
local content_area =
content_table:draw(element)
action_bar:draw(element)
reason_bar:draw(element)
local players = {}
for _,next_player in pairs(game.connected_players) do
local highest_role = Roles.get_player_highest_role(next_player)
if not players[highest_role.name] then
players[highest_role.name] = {}
end
table.insert(players[highest_role.name],next_player)
end
for _,role_name in pairs(Roles.config.order) do
if players[role_name] then
for _,next_player in pairs(players[role_name]) do
player_info:draw(content_area,nil,next_player,role_name)
end
end
end
add_fake_players(content_area,4)
end)
:on_update(function(event)
local list = Gui.find(event.element,content_table,'table')
for _,next_player in pairs(game.connected_players) do
local time_element = Gui.find(list,time.name..next_player.name,time)
if time_element and time_element.valid then
time:update_time(time_element,next_player.online_time)
end
end
end)
--- When the action player is changed the action bar will update
Store.register(action_player_store,function(value,category)
local player = Game.get_player_from_any(category)
update_action_bar(player)
local frame = player_list:get_content(player)
local data_table = Gui.find(frame,content_table,'table')
for _,next_player in pairs(game.connected_players) do
local element = Gui.find(data_table,next_player.name,open_action_bar)
local style = 'frame_button'
if next_player.name == value then
style = 'tool_button'
end
element.style = style
style = element.style
style.padding = -2
style.width = 8
style.height = 14
end
end)
--- When the action name is changed the reason input will update
Store.register(action_name_store,function(value,category)
local player = Game.get_player_from_any(category)
local frame = player_list:get_content(player)
local element = Gui.find(frame,reason_bar)
if value then
local action_player_name = Store.get(action_player_store,category)
local action_player = Game.get_player_from_any(action_player_name)
if action_player.connected then
element.visible = true
else
Store.clear(action_player_store,category) -- clears store if player is offline
Store.clear(action_name_store,category)
end
else
element.visible = false
end
end)
--- Many events which trigger the gui to be re drawn, it will also update the times every 30 seconds
local update = function(event) player_list:update_all(event) end
Event.on_nth_tick(1800,update)
Event.add(defines.events.on_player_joined_game,update)
Event.add(defines.events.on_player_left_game,update)
Event.add(Roles.events.on_role_assigned,update)
Event.add(Roles.events.on_role_unassigned,update)
return player_list