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* Update vlayer.lua * Update vlayer.lua * Update vlayer.lua * Update vlayer.lua * Update vlayer.lua * Update vlayer.lua * Update vlayer.lua * Update vlayer.lua * Update vlayer.lua * Update vlayer.lua
529 lines
17 KiB
Lua
529 lines
17 KiB
Lua
--[[-- Gui Module - Virtual Layer
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- Adds a virtual layer to store power to save space.
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@gui Virtual Layer
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@alias vlayer_container
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]]
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local Gui = require 'expcore.gui' --- @dep expcore.gui
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local Roles = require 'expcore.roles' --- @dep expcore.roles
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local Event = require 'utils.event' --- @dep utils.event
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local format_number = require('util').format_number --- @dep util
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local config = require 'config.vlayer' --- @dep config.vlayer
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local vlayer = require 'modules.control.vlayer'
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local Selection = require 'modules.control.selection' --- @dep modules.control.selection
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local SelectionConvertArea = 'VlayerConvertChest'
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--- Align an aabb to the grid by expanding it
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local function aabb_align_expand(aabb)
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return {
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left_top = {x = math.floor(aabb.left_top.x), y = math.floor(aabb.left_top.y)},
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right_bottom = {x = math.ceil(aabb.right_bottom.x), y = math.ceil(aabb.right_bottom.y)}
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}
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end
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local vlayer_container
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local vlayer_gui_control_type
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local vlayer_gui_control_list
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local vlayer_control_type_list = {
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[1] = 'energy',
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[2] = 'circuit',
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[3] = 'storage_input',
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[4] = 'storage_output'
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}
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local function pos_to_gps_string(pos)
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return '[gps=' .. string.format('%.1f', pos.x) .. ',' .. string.format('%.1f', pos.y) .. ']'
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end
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local function format_energy(amount, unit)
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if amount < 1 then
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return '0 ' .. unit
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end
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local suffix = ''
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local suffix_list = {
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['T'] = 1000000000000,
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['G'] = 1000000000,
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['M'] = 1000000,
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['k'] = 1000
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}
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for letter, limit in pairs (suffix_list) do
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if math.abs(amount) >= limit then
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amount = string.format('%.1f', amount / limit)
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suffix = letter
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break
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end
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end
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local k
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local formatted = amount
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while true do
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formatted, k = string.gsub(formatted, '^(-?%d+)(%d%d%d)', '%1,%2')
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if (k == 0) then
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break
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end
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end
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return formatted .. ' ' .. suffix .. unit
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end
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--- When an area is selected to add protection to the area
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Selection.on_selection(SelectionConvertArea, function(event)
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local area = aabb_align_expand(event.area)
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local player = game.get_player(event.player_index)
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if not player then
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return nil
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end
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local entities = player.surface.find_entities_filtered{area=area, name='steel-chest', force=player.force}
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local frame = Gui.get_left_element(player, vlayer_container)
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local disp = frame.container['vlayer_st_2'].disp.table
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local target = vlayer_control_type_list[disp[vlayer_gui_control_type.name].selected_index]
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if #entities == 0 then
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player.print{'vlayer.steel-chest-detect'}
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return nil
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elseif #entities > 1 then
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player.print{'vlayer.result-unable', {'vlayer.control-type-' .. target:gsub('_', '-')}, {'vlayer.result-multiple'}}
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return nil
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end
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if not entities[1] then
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return nil
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end
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local e = entities[1]
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local e_pos = {x=string.format('%.1f', e.position.x), y=string.format('%.1f', e.position.y)}
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local e_circ = e.circuit_connected_entities
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if not e.get_inventory(defines.inventory.chest).is_empty() then
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player.print{'vlayer.steel-chest-empty'}
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return nil
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end
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if (vlayer.get_interface_counts()[target] >= config.interface_limit[target]) then
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player.print{'vlayer.result-unable', {'vlayer.control-type-' .. target:gsub('_', '-')}, {'vlayer.result-limit'}}
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return nil
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end
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e.destroy()
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if target == 'energy' then
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if not vlayer.create_energy_interface(player.surface, e_pos, player) then
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player.print{'vlayer.result-unable', {'vlayer.control-type-energy'}, {'vlayer.result-space'}}
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return nil
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end
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elseif target == 'circuit' then
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vlayer.create_circuit_interface(player.surface, e_pos, e_circ, player)
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elseif target == 'storage_input' then
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vlayer.create_input_interface(player.surface, e_pos, e_circ, player)
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elseif target == 'storage_output' then
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vlayer.create_output_interface(player.surface, e_pos, e_circ, player)
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end
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game.print{'vlayer.interface-result', player.name, pos_to_gps_string(e_pos), {'vlayer.result-build'}, {'vlayer.control-type-' .. target:gsub('_', '-')}}
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end)
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--- Display label for the number of solar panels
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-- @element vlayer_gui_display_item_solar_name
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local vlayer_gui_display_item_solar_name =
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Gui.element{
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type = 'label',
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name = 'vlayer_display_item_solar_name',
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caption = {'vlayer.display-item-solar'},
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style = 'heading_2_label'
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}:style{
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width = 200
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}
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local vlayer_gui_display_item_solar_count =
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Gui.element{
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type = 'progressbar',
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name = 'vlayer_display_item_solar_count',
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caption = '',
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value = 0,
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style = 'electric_satisfaction_statistics_progressbar'
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}:style{
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width = 200,
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font = 'heading-2'
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}
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--- Display label for the number of accumulators
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-- @element vlayer_gui_display_item_accumulator_name
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local vlayer_gui_display_item_accumulator_name =
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Gui.element{
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type = 'label',
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name = 'vlayer_display_item_accumulator_name',
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caption = {'vlayer.display-item-accumulator'},
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style = 'heading_2_label'
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}:style{
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width = 200
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}
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local vlayer_gui_display_item_accumulator_count =
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Gui.element{
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type = 'progressbar',
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name = 'vlayer_display_item_accumulator_count',
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caption = '',
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value = 0,
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style = 'electric_satisfaction_statistics_progressbar'
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}:style{
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width = 200,
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font = 'heading-2'
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}
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--- Display label for the remaining surface area
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-- @element vlayer_gui_display_signal_remaining_surface_area_name
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local vlayer_gui_display_signal_remaining_surface_area_name =
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Gui.element{
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type = 'label',
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name = 'vlayer_display_signal_remaining_surface_area_name',
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caption = {'vlayer.display-remaining-surface-area'},
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tooltip = {'vlayer.display-remaining-surface-area-tooltip'},
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style = 'heading_2_label'
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}:style{
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width = 200
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}
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local vlayer_gui_display_signal_remaining_surface_area_count =
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Gui.element{
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type = 'label',
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name = 'vlayer_display_signal_remaining_surface_area_count',
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caption = '0',
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style = 'heading_2_label'
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}:style{
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width = 200,
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height = 28,
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horizontal_align = 'right'
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}
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--- Display label for the sustained energy production
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-- @element vlayer_gui_display_signal_sustained_name
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local vlayer_gui_display_signal_sustained_name =
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Gui.element{
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type = 'label',
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name = 'vlayer_display_signal_sustained_name',
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caption = {'vlayer.display-sustained-production'},
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tooltip = {'vlayer.display-sustained-production-tooltip'},
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style = 'heading_2_label'
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}:style{
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width = 200
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}
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local vlayer_gui_display_signal_sustained_count =
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Gui.element{
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type = 'label',
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name = 'vlayer_display_signal_sustained_count',
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caption = '0',
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style = 'heading_2_label'
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}:style{
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width = 200,
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height = 28,
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horizontal_align = 'right'
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}
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--- Display label for the current energy production
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-- @element vlayer_gui_display_signal_production_name
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local vlayer_gui_display_signal_production_name =
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Gui.element{
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type = 'label',
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name = 'vlayer_display_signal_production_name',
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caption = {'vlayer.display-current-production'},
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tooltip = {'vlayer.display-current-production-tooltip'},
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style = 'heading_2_label'
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}:style{
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width = 200
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}
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local vlayer_gui_display_signal_production_count =
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Gui.element{
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type = 'progressbar',
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name = 'vlayer_display_signal_production_count',
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caption = '',
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value = 0,
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style = 'electric_satisfaction_statistics_progressbar'
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}:style{
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width = 200,
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font = 'heading-2'
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}
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--- Display label for the sustained energy capacity
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-- @element vlayer_gui_display_signal_capacity_name
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local vlayer_gui_display_signal_capacity_name =
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Gui.element{
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type = 'label',
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name = 'vlayer_display_signal_capacity_name',
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caption = {'vlayer.display-current-capacity'},
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tooltip = {'vlayer.display-current-capacity-tooltip'},
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style = 'heading_2_label'
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}:style{
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width = 200
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}
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local vlayer_gui_display_signal_capacity_count =
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Gui.element{
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type = 'progressbar',
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name = 'vlayer_display_signal_capacity_count',
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caption = '',
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value = 0,
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style = 'electric_satisfaction_statistics_progressbar'
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}:style{
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width = 200,
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font = 'heading-2'
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}
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--- A vertical flow containing all the displays labels and their counts
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-- @element vlayer_display_set
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local vlayer_display_set =
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Gui.element(function(_, parent, name)
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local vlayer_set = parent.add{type='flow', direction='vertical', name=name}
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local disp = Gui.scroll_table(vlayer_set, 400, 2, 'disp')
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vlayer_gui_display_item_solar_name(disp)
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vlayer_gui_display_item_solar_count(disp)
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vlayer_gui_display_item_accumulator_name(disp)
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vlayer_gui_display_item_accumulator_count(disp)
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vlayer_gui_display_signal_remaining_surface_area_name(disp)
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vlayer_gui_display_signal_remaining_surface_area_count(disp)
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vlayer_gui_display_signal_sustained_name(disp)
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vlayer_gui_display_signal_sustained_count(disp)
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vlayer_gui_display_signal_production_name(disp)
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vlayer_gui_display_signal_production_count(disp)
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vlayer_gui_display_signal_capacity_name(disp)
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vlayer_gui_display_signal_capacity_count(disp)
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return vlayer_set
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end)
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local function vlayer_gui_list_refresh(player)
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local frame = Gui.get_left_element(player, vlayer_container)
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local disp = frame.container['vlayer_st_2'].disp.table
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local target = disp[vlayer_gui_control_type.name].selected_index
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local full_list = {}
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if target then
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local interface = vlayer.get_interfaces()[vlayer_control_type_list[target]]
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for i=1, vlayer.get_interface_counts()[vlayer_control_type_list[target]], 1 do
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table.insert(full_list, i .. ' X ' .. interface[i].position.x .. ' Y '.. interface[i].position.y)
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end
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disp[vlayer_gui_control_list.name].items = full_list
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end
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end
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--- A drop down list filter by this type
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-- @element vlayer_gui_control_type
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vlayer_gui_control_type =
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Gui.element{
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type = 'drop-down',
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name = Gui.unique_static_name,
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items = {{'vlayer.control-type-energy'}, {'vlayer.control-type-circuit'}, {'vlayer.control-type-storage-input'}, {'vlayer.control-type-storage-output'}},
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selected_index = 1
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}:style{
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width = 200
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}:on_selection_changed(function(player, _, _)
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vlayer_gui_list_refresh(player)
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end)
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--- A drop down list to see the exact item to remove
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-- @element vlayer_gui_control_list
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vlayer_gui_control_list =
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Gui.element{
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type = 'drop-down',
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name = Gui.unique_static_name
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}:style{
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width = 200
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}
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--- A button to refresh the remove list
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-- @element vlayer_gui_control_refresh
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local vlayer_gui_control_refresh =
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Gui.element{
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type = 'button',
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name = Gui.unique_static_name,
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caption = {'vlayer.control-refresh'}
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}:style{
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width = 200
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}:on_click(function(player, _, _)
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vlayer_gui_list_refresh(player)
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end)
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--- A button to check if the item is the one wanted to remove
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-- @element vlayer_gui_control_see
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local vlayer_gui_control_see =
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Gui.element{
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type = 'button',
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name = Gui.unique_static_name,
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caption = {'vlayer.control-see'}
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}:style{
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width = 200
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}:on_click(function(player, element, _)
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local target = element.parent[vlayer_gui_control_type.name].selected_index
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local n = element.parent[vlayer_gui_control_list.name].selected_index
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if target and vlayer_control_type_list[target] and n > 0 then
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local i = vlayer.get_interfaces()
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if i and i[vlayer_control_type_list[target]] and i[vlayer_control_type_list[target]][n] then
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local pos = i[vlayer_control_type_list[target]][n].position
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if pos then
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player.zoom_to_world(pos, 2)
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player.print{'vlayer.result-interface-location', {'vlayer.control-type-' .. vlayer_control_type_list[target]:gsub('_', '-')}, pos_to_gps_string(pos)}
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end
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end
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end
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end)
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--- A button used to build the vlayer interface
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-- @element vlayer_gui_control_build
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local vlayer_gui_control_build =
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Gui.element{
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type = 'button',
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name = Gui.unique_static_name,
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caption = {'vlayer.control-build'}
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}:style{
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width = 200
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}:on_click(function(player, _, _)
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if Selection.is_selecting(player, SelectionConvertArea) then
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Selection.stop(player)
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else
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Selection.start(player, SelectionConvertArea)
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player.print{'expcom-waterfill.entered-area-selection'}
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end
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vlayer_gui_list_refresh(player)
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end)
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--- A button used to remove the vlayer interface
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-- @element vlayer_gui_control_remove
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local vlayer_gui_control_remove =
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Gui.element{
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type = 'button',
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name = Gui.unique_static_name,
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caption = {'vlayer.control-remove'}
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}:style{
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width = 200
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}:on_click(function(player, element, _)
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local target = element.parent[vlayer_gui_control_type.name].selected_index
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local n = element.parent[vlayer_gui_control_list.name].selected_index
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if target and vlayer_control_type_list[target] and n > 0 then
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local i = vlayer.get_interfaces()
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if i and i[vlayer_control_type_list[target]] then
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local interface_type, interface_position = vlayer.remove_interface(i[vlayer_control_type_list[target]][n].surface, i[vlayer_control_type_list[target]][n].position)
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if interface_type then
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game.print{'vlayer.interface-result', player.name, pos_to_gps_string(interface_position), {'vlayer.result-remove'}, {'vlayer.control-type-' .. interface_type}}
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end
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end
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end
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vlayer_gui_list_refresh(player)
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end)
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--- A vertical flow containing all the control buttons
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-- @element vlayer_control_set
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local vlayer_control_set =
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Gui.element(function(_, parent, name)
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local vlayer_set = parent.add{type='flow', direction='vertical', name=name}
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local disp = Gui.scroll_table(vlayer_set, 400, 2, 'disp')
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vlayer_gui_control_type(disp)
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vlayer_gui_control_list(disp)
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vlayer_gui_control_refresh(disp)
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vlayer_gui_control_see(disp)
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vlayer_gui_control_build(disp)
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vlayer_gui_control_remove(disp)
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return vlayer_set
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end)
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--- The main container for the vlayer gui
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-- @element vlayer_container
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vlayer_container =
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Gui.element(function(definition, parent)
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local player = Gui.get_player_from_element(parent)
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local container = Gui.container(parent, definition.name, 400)
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vlayer_display_set(container, 'vlayer_st_1')
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local control_set = vlayer_control_set(container, 'vlayer_st_2')
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control_set.visible = Roles.player_allowed(player, 'gui/vlayer-edit')
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return container.parent
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end)
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:static_name(Gui.unique_static_name)
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:add_to_left_flow()
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--- Button on the top flow used to toggle the task list container
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-- @element toggle_left_element
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Gui.left_toolbar_button('entity/solar-panel', {'vlayer.main-tooltip'}, vlayer_container, function(player)
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return Roles.player_allowed(player, 'gui/vlayer')
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end)
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--- Update the visibly of the buttons based on a players roles
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local function role_update_event(event)
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local player = game.players[event.player_index]
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local visible = Roles.player_allowed(player, 'gui/vlayer-edit')
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local frame = Gui.get_left_element(player, vlayer_container)
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frame.container['vlayer_st_2'].visible = visible
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end
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Event.add(Roles.events.on_role_assigned, role_update_event)
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Event.add(Roles.events.on_role_unassigned, role_update_event)
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Event.on_nth_tick(config.update_tick_gui, function(_)
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local stats = vlayer.get_statistics()
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local items = vlayer.get_items()
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local items_alloc = vlayer.get_allocated_items()
|
|
|
|
local vlayer_display = {
|
|
[vlayer_gui_display_item_solar_count.name] = {
|
|
val = (items_alloc['solar-panel'] / math.max(items['solar-panel'], 1)),
|
|
cap = format_number(items_alloc['solar-panel']) .. ' / ' .. format_number(items['solar-panel'])
|
|
},
|
|
[vlayer_gui_display_item_accumulator_count.name] = {
|
|
val = (items_alloc['accumulator'] / math.max(items['accumulator'], 1)),
|
|
cap = format_number(items_alloc['accumulator']) .. ' / ' .. format_number(items['accumulator'])
|
|
},
|
|
[vlayer_gui_display_signal_remaining_surface_area_count.name] = {
|
|
cap = format_number(stats.remaining_surface_area)
|
|
},
|
|
[vlayer_gui_display_signal_sustained_count.name] = {
|
|
cap = format_energy(stats.energy_sustained, 'W')
|
|
},
|
|
[vlayer_gui_display_signal_production_count.name] = {
|
|
val = (stats.energy_production / math.max(stats.energy_max, 1)),
|
|
cap = format_energy(stats.energy_production, 'W') .. ' / ' .. format_energy(stats.energy_max, 'W')
|
|
},
|
|
[vlayer_gui_display_signal_capacity_count.name] = {
|
|
val = (stats.energy_storage / math.max(stats.energy_capacity, 1)),
|
|
cap = format_energy(stats.energy_storage, 'J') .. ' / ' .. format_energy(stats.energy_capacity, 'J')
|
|
}
|
|
}
|
|
|
|
for _, player in pairs(game.connected_players) do
|
|
local frame = Gui.get_left_element(player, vlayer_container)
|
|
local disp = frame.container['vlayer_st_1'].disp.table
|
|
|
|
for k, v in pairs(vlayer_display) do
|
|
disp[k].caption = v.cap
|
|
|
|
if v.val then
|
|
disp[k].value = v.val
|
|
end
|
|
end
|
|
end
|
|
end)
|