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https://github.com/PHIDIAS0303/ExpCluster.git
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374 lines
14 KiB
Lua
374 lines
14 KiB
Lua
--[[-- Gui Module - Autofill
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- Adds a button to enable Autofill
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@gui Autofill
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@alias autofill
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]]
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local Storage = require("modules/exp_util/storage")
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local FlyingText = require("modules/exp_util/flying_text")
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local Gui = require("modules/exp_gui")
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local Roles = require("modules.exp_legacy.expcore.roles")
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local config = require("modules.exp_legacy.config.gui.autofill") -- @dep config.gui.autofill
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local Event = require("modules/exp_legacy/utils/event") -- @dep utils.event
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--- Table that stores if autofill is enabled or not
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local autofill_player_settings = {}
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Storage.register(autofill_player_settings, function(tbl)
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autofill_player_settings = tbl
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end)
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local autofill_container
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local function rich_img(type, value)
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return "[img=" .. type .. "/" .. value .. "]"
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end
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--- Toggle entity section visibility
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-- @element toggle_item_button
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local toggle_section = Gui.element("autofill_toggle_section")
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:draw{
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type = "sprite-button",
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sprite = "utility/expand",
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tooltip = { "autofill.toggle-section-tooltip" },
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style = "frame_action_button",
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name = Gui.property_from_name,
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}
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:style(Gui.styles.sprite{
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size = 20
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})
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:on_click(function(def, player, element)
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local header_flow = assert(element.parent)
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local flow_name = header_flow.caption
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local flow = header_flow.parent.parent[flow_name]
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if Gui.toggle_visible_state(flow) then
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element.sprite = "utility/collapse"
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element.tooltip = { "autofill.toggle-section-collapse-tooltip" }
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else
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element.sprite = "utility/expand"
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element.tooltip = { "autofill.toggle-section-tooltip" }
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end
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end)
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--- Toggle enitity button, used for toggling autofill for the specific entity
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-- All entity autofill settings will be ignored if its disabled
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-- @element entity_toggle
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local entity_toggle = Gui.element("entity_toggle")
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:draw(function(_, parent, entity_name)
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return parent.add{
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type = "sprite-button",
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sprite = "utility/confirm_slot",
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tooltip = { "autofill.toggle-entity-tooltip", rich_img("item", entity_name) },
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style = "shortcut_bar_button_green",
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}
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end)
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:style(Gui.styles.sprite{
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size = 22
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})
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:on_click(function(def, player, element)
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local entity_name = string.match(element.parent.parent.name, "(.*)%-header")
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if not autofill_player_settings[player.name] then return end
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local setting = autofill_player_settings[player.name][entity_name]
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if not setting then return end
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if setting.enabled then
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setting.enabled = false
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element.sprite = "utility/close_black"
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element.style = "shortcut_bar_button_red"
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else
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setting.enabled = true
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element.sprite = "utility/confirm_slot"
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element.style = "shortcut_bar_button_green"
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end
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-- Correct the button size
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local style = element.style
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style.padding = -2
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style.height = 22
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style.width = 22
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end)
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--- Draw a section header and main scroll
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-- @element autofill_section_container
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local section = Gui.element("autofill_section")
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:draw(function(def, parent, section_name, table_size)
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-- Draw the header for the section
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local header = Gui.elements.header(parent, {
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name = section_name .. "-header",
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caption = { "autofill.toggle-section-caption", rich_img("item", section_name), { "entity-name." .. section_name } },
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tooltip = { "autofill.toggle-section-tooltip" },
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label_name = "label",
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})
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def:link_element(header.parent.label)
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-- Right aligned button to toggle the section
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header.caption = section_name
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entity_toggle(header, section_name)
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toggle_section(header)
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local section_table = parent.add{
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type = "table",
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name = section_name,
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column_count = table_size,
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}
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section_table.visible = false
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return def:unlink_element(section_table)
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end)
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:on_click(function(def, player, element, event)
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event.element = element.parent.alignment[toggle_section.name]
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toggle_section:raise_event(event)
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end)
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--- Toggle item button, used for toggling autofill for the specific item
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-- @element toggle_item_button
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local toggle_item_button = Gui.element("toggle_item_button")
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:draw(function(_, parent, item)
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return parent.add{
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type = "sprite-button",
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sprite = "item/" .. item.name,
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tooltip = { "autofill.toggle-tooltip", rich_img("item", item.name), item.category },
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style = "shortcut_bar_button_red",
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}
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end)
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:style(Gui.styles.sprite{
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size = 32,
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right_margin = -3,
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})
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:on_click(function(def, player, element)
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local item_name = element.parent.tooltip
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local entity_name = element.parent.parent.parent.name
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if not autofill_player_settings[player.name] then return end
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local setting = autofill_player_settings[player.name][entity_name]
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if not setting then return end
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local item = setting.items[item_name]
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if not item then return end
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if item.enabled then
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item.enabled = false
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element.style = "shortcut_bar_button_red"
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else
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item.enabled = true
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element.style = "shortcut_bar_button_green"
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end
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-- Correct the button size
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local style = element.style
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style.right_margin = -3
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style.padding = -2
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style.height = 32
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style.width = 32
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end)
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--- Amount text field for a autofill item
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-- @element amount_textfield
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local amount_textfield = Gui.element("amount_textfield")
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:draw(function(_, parent, item)
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return parent.add{
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type = "textfield",
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text = item.amount,
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tooltip = { "autofill.amount-tooltip", item.category },
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clear_and_focus_on_right_click = true,
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numeric = true,
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allow_decimal = false,
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allow_negative = false,
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}
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end)
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:style{
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maximal_width = 40,
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height = 31,
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padding = -2,
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}
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:on_text_changed(function(def, player, element)
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local value = tonumber(element.text)
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if not value then value = 0 end
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local clamped = math.clamp(value, 0, 1000)
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local item_name = element.parent.tooltip
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local entity_name = element.parent.parent.parent.name
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if not autofill_player_settings[player.name] then return end
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local setting = autofill_player_settings[player.name][entity_name]
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if not setting then return end
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local item = setting.items[item_name]
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if not item then return end
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item.amount = clamped
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if clamped ~= value then
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element.text = tostring(clamped)
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player.print{ "autofill.invalid", item.amount, rich_img("item", item.name), rich_img("entity", entity_name) }
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return
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end
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end)
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--- Autofill setting, contains a button and a textbox
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-- @element add_autofill_setting
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local add_autofill_setting = Gui.element("add_autofill_setting")
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:draw(function(_, parent, item)
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local toggle_flow = parent.add{ type = "flow", name = "toggle-setting-" .. item.name, tooltip = item.name }
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local amount_flow = parent.add{ type = "flow", name = "amount-setting-" .. item.name, tooltip = item.name }
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toggle_flow.style.padding = 0
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amount_flow.style.padding = 0
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toggle_item_button(toggle_flow, item)
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amount_textfield(amount_flow, item)
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end)
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--- Autofill setting empty, contains filler button and textfield gui elements
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-- @element add_empty_autofill_setting
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local add_empty_autofill_setting = Gui.element("add_empty_autofill_setting")
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:draw(function(_, parent)
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local toggle_element = parent.add{
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type = "sprite-button",
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}
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toggle_element.style.right_margin = -3
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toggle_element.style.width = 32
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toggle_element.style.height = 32
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toggle_element.enabled = false
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local amount_element = parent.add{
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type = "textfield",
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}
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amount_element.style.maximal_width = 40
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amount_element.style.height = 31
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amount_element.style.padding = -2
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amount_element.enabled = false
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end)
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--- Main gui container for the left flow
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-- @element autofill_container
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autofill_container = Gui.element("autofill_container")
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:draw(function(def, parent)
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-- Draw the internal container
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local container = Gui.elements.container(parent)
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-- Draw the scroll container
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local scroll_table = Gui.elements.scroll_table(container, 400, 1, "autofill-scroll-table")
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-- Set the scroll panel to always show the scrollbar (not doing this will result in a changing gui size)
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scroll_table.parent.vertical_scroll_policy = "always"
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-- Scroll panel has by default padding
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scroll_table.parent.style.padding = 0
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-- Remove the default gap that is added in a table between elements
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scroll_table.style.vertical_spacing = 0
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-- Center the first column in the table
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scroll_table.style.column_alignments[1] = "center"
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-- Loop over each default entity config
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for _, setting in pairs(config.default_entities) do
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local table_sizes = {}
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local tables = {}
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-- Draw a section for the element
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local entity_table = section(scroll_table, setting.entity, 3)
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-- Add some padding around the table
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entity_table.style.padding = 3
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-- Make sure each column is alignment top center
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entity_table.style.column_alignments[1] = "top-center"
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entity_table.style.column_alignments[2] = "top-center"
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entity_table.style.column_alignments[3] = "top-center"
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-- Loop over each item category
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for _, category in pairs(config.categories) do
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if not table_sizes[category] then table_sizes[category] = 0 end
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-- Draw table
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local category_table = entity_table.add{
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type = "table",
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name = category .. "-category",
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column_count = 2,
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}
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-- Add padding between each item
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category_table.style.vertical_spacing = 1
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tables[category] = category_table
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-- Add item autofill setting gui elements to the table
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for _, item in pairs(setting.items) do
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if item.category == category then
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add_autofill_setting(category_table, item)
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table_sizes[category] = table_sizes[category] + 1
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end
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end
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end
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-- Add empty gui elements for the categories with less items than the other categories
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local t = table.get_values(table_sizes)
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table.sort(t)
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local biggest = t[#t]
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for category, size in pairs(table_sizes) do
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for i = biggest - size, 1, -1 do
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add_empty_autofill_setting(tables[category])
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end
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end
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end
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-- Return the external container
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return container.parent
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end)
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--- Add the element to the left flow with a toolbar button
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Gui.add_left_element(autofill_container, false)
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Gui.toolbar.create_button{
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name = "autofill_toggle",
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left_element = autofill_container,
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sprite = config.icon,
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tooltip = { "autofill.main-tooltip" },
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visible = function(player, element)
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return Roles.player_allowed(player, "gui/autofill")
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end
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}
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--- When a player is created make sure they have the default autofill settings
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Event.add(defines.events.on_player_created, function(event)
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local player = game.players[event.player_index]
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if not autofill_player_settings[player.name] then
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autofill_player_settings[player.name] = table.deep_copy(config.default_entities)
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end
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end)
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local function entity_build(event)
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-- Check if player exists
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local player = game.players[event.player_index]
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if not player then
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return
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end
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-- Check if the entity is in the config and enabled
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local entity = event.entity
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-- Check if player has settings
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if not autofill_player_settings[player.name] then return end
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local entity_settings = autofill_player_settings[player.name][entity.name]
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-- Check if autofill for the entity is enabled
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if not entity_settings then return end
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if not entity_settings.enabled then return end
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-- Get the inventory of the player
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local player_inventory = player.get_main_inventory() --- @cast player_inventory -nil
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local offset = { x = 0, y = 0 }
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-- Loop over all possible items to insert into the entity
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for _, item in pairs(entity_settings.items) do
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-- Check if the item is enabled or goto next item
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if not item.enabled then goto end_item end
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-- Get the inventory of the entity or goto next item
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local entity_inventory = entity.get_inventory(item.inv)
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if not entity_inventory then goto end_item end
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local preferred_amount = item.amount
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local item_amount = player_inventory.get_item_count(item.name)
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if item_amount ~= 0 then
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local inserted
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local color = { r = 0, g = 255, b = 0, a = 255 }
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if item_amount >= preferred_amount then
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-- Can item be inserted? no, goto next item!
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if not entity_inventory.can_insert{ name = item.name, count = preferred_amount } then
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goto end_item
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end
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inserted = entity_inventory.insert{ name = item.name, count = preferred_amount }
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else
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inserted = entity_inventory.insert{ name = item.name, count = item_amount }
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color = { r = 255, g = 165, b = 0, a = 255 }
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end
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player_inventory.remove{ name = item.name, count = inserted }
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FlyingText.create_above_entity{
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target_entity = entity,
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text = { "autofill.inserted", inserted, rich_img("item", item.name), rich_img("entity", entity.name) },
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offset = offset,
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player = player,
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color = color,
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}
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offset.y = offset.y - 0.33
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end
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::end_item::
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end
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end
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Event.add(defines.events.on_built_entity, entity_build)
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