Files
factorio-scenario-ExpCluster/exp_legacy/module/modules/gui/module.lua
2024-11-19 22:36:52 +00:00

313 lines
11 KiB
Lua

---- module inserter
-- @gui Module
local Gui = require("modules.exp_legacy.expcore.gui") --- @dep expcore.gui
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local config = require("modules.exp_legacy.config.module") --- @dep config.module
local Selection = require("modules.exp_legacy.modules.control.selection") --- @dep modules.control.selection
local SelectionModuleArea = "ModuleArea"
--- align an aabb to the grid by expanding it
local function aabb_align_expand(aabb)
return {
left_top = {
x = math.floor(aabb.left_top.x),
y = math.floor(aabb.left_top.y),
},
right_bottom = {
x = math.ceil(aabb.right_bottom.x),
y = math.ceil(aabb.right_bottom.y),
},
}
end
local module_container
local machine_name = {}
for k, _ in pairs(config.machine) do
table.insert(machine_name, k)
end
local prod_module_names = {}
local function get_module_name()
for name, item in pairs(prototypes.item) do
if item.module_effects and item.module_effects.productivity and item.module_effects.productivity > 0 then
prod_module_names[#prod_module_names + 1] = name
end
end
end
local elem_filter = {
name = { {
filter = "name",
name = machine_name,
} },
normal = { {
filter = "type",
type = "module",
}, {
filter = "name",
name = prod_module_names,
mode = "and",
invert = true,
} },
prod = { {
filter = "type",
type = "module",
} },
}
local function clear_module(player, area, machine)
local force = player.force
local surface = player.surface -- Allow remote view
for _, entity in pairs(surface.find_entities_filtered{ area = area, name = machine, force = force }) do
for _, r in pairs(surface.find_entities_filtered{ position = entity.position, name = "item-request-proxy", force = force }) do
if r then
r.destroy{ raise_destroy = true }
end
end
local m_current_module = entity.get_module_inventory()
if m_current_module then
local m_current_module_content = m_current_module.get_contents()
if m_current_module_content then
for k, m in pairs(m_current_module_content) do
surface.spill_item_stack(entity.bounding_box.left_top, { name = k, count = m }, true, force, false)
end
end
m_current_module.clear()
end
end
end
local function apply_module(player, area, machine, modules)
-- Intentionally left as player.surface to allow use in remote view
for _, entity in pairs(player.surface.find_entities_filtered{ area = area, name = machine, force = player.force }) do
local m_current_recipe
if entity.prototype.crafting_speed then
m_current_recipe = entity.get_recipe()
end
if m_current_recipe then
if config.module_allowed[m_current_recipe.name] then
entity.surface.create_entity{ name = "item-request-proxy", target = entity, position = entity.position, force = entity.force, modules = modules["n"] }
entity.last_user = player
else
entity.surface.create_entity{ name = "item-request-proxy", target = entity, position = entity.position, force = entity.force, modules = modules["p"] }
entity.last_user = player
end
else
entity.surface.create_entity{ name = "item-request-proxy", target = entity, position = entity.position, force = entity.force, modules = modules["n"] }
entity.last_user = player
end
end
end
--- when an area is selected to add protection to the area
Selection.on_selection(SelectionModuleArea, function(event)
local area = aabb_align_expand(event.area)
local player = game.players[event.player_index]
local frame = Gui.get_left_element(player, module_container)
local scroll_table = frame.container.scroll.table
for i = 1, config.default_module_row_count do
local mma = scroll_table["module_mm_" .. i .. "_0"].elem_value
if mma then
local mm = {
["n"] = {},
["p"] = {},
}
for j = 1, prototypes.entity[mma].module_inventory_size, 1 do
local mmo = scroll_table["module_mm_" .. i .. "_" .. j].elem_value
if mmo then
if mm["n"][mmo] then
mm["n"][mmo] = mm["n"][mmo] + 1
mm["p"][mmo] = mm["p"][mmo] + 1
else
mm["n"][mmo] = 1
mm["p"][mmo] = 1
end
end
end
for k, v in pairs(mm["p"]) do
if k:find("productivity") then
local module_name = k:gsub("productivity", "effectivity")
mm["p"][module_name] = (mm["p"][module_name] or 0) + v
mm["p"][k] = nil
end
end
if mm then
clear_module(player, area, mma)
apply_module(player, area, mma, mm)
end
end
end
end)
local function row_set(player, element)
local frame = Gui.get_left_element(player, module_container)
local scroll_table = frame.container.scroll.table
if scroll_table[element .. "0"].elem_value then
for i = 1, config.module_slot_max do
if i <= prototypes.entity[scroll_table[element .. "0"].elem_value].module_inventory_size then
if config.machine[scroll_table[element .. "0"].elem_value].prod then
scroll_table[element .. i].elem_filters = elem_filter.prod
else
scroll_table[element .. i].elem_filters = elem_filter.normal
end
scroll_table[element .. i].enabled = true
scroll_table[element .. i].elem_value = config.machine[scroll_table[element .. "0"].elem_value].module
else
scroll_table[element .. i].enabled = false
scroll_table[element .. i].elem_value = nil
end
end
else
local mf = elem_filter.normal
for i = 1, config.module_slot_max do
scroll_table[element .. i].enabled = false
scroll_table[element .. i].elem_filters = mf
scroll_table[element .. i].elem_value = nil
end
end
end
local button_apply =
Gui.element{
type = "button",
caption = "Apply",
style = "button",
}:on_click(function(player)
if Selection.is_selecting(player, SelectionModuleArea) then
Selection.stop(player)
else
Selection.start(player, SelectionModuleArea)
end
end)
module_container =
Gui.element(function(definition, parent)
local container = Gui.container(parent, definition.name, (config.module_slot_max + 2) * 36)
Gui.header(container, "Module Inserter", "", true)
local scroll_table = Gui.scroll_table(container, (config.module_slot_max + 2) * 36, config.module_slot_max + 1)
for i = 1, config.default_module_row_count do
scroll_table.add{
name = "module_mm_" .. i .. "_0",
type = "choose-elem-button",
elem_type = "entity",
elem_filters = elem_filter.name,
style = "slot_button",
}
for j = 1, config.module_slot_max do
scroll_table.add{
name = "module_mm_" .. i .. "_" .. j,
type = "choose-elem-button",
elem_type = "item",
elem_filters = elem_filter.normal,
style = "slot_button",
enabled = false,
}
end
end
button_apply(container)
return container.parent
end)
:static_name(Gui.unique_static_name)
:add_to_left_flow()
Gui.left_toolbar_button("item/productivity-module-3", { "module.main-tooltip" }, module_container, function(player)
return Roles.player_allowed(player, "gui/module")
end)
Event.add(defines.events.on_gui_elem_changed, function(event)
if event.element.name:sub(1, 10) == "module_mm_" then
if event.element.name:sub(-1) == "0" then
row_set(game.players[event.player_index], "module_mm_" .. event.element.name:sub(-3):sub(1, 1) .. "_")
end
end
end)
Event.add(defines.events.on_player_joined_game, get_module_name)
Event.add(defines.events.on_entity_settings_pasted, function(event)
local source = event.source
local destination = event.destination
local player = game.players[event.player_index]
if not player then
return
end
if not source or not source.valid then
return
end
if not destination or not destination.valid then
return
end
-- rotate machine also
if config.copy_paste_rotation then
if (source.name == destination.name or source.prototype.fast_replaceable_group == destination.prototype.fast_replaceable_group) then
if source.supports_direction and destination.supports_direction and source.type ~= "transport-belt" then
local destination_box = destination.bounding_box
local ltx = destination_box.left_top.x
local lty = destination_box.left_top.y
local rbx = destination_box.right_bottom.x
local rby = destination_box.right_bottom.y
local old_direction = destination.direction
destination.direction = source.direction
if ltx ~= destination_box.left_top.x or lty ~= destination_box.left_top.y or rbx ~= destination_box.right_bottom.x or rby ~= destination_box.right_bottom.y then
destination.direction = old_direction
end
end
end
end
if config.copy_paste_module then
if source.name ~= destination.name then
return
end
local source_inventory = source.get_module_inventory()
if not source_inventory then
return
end
local source_inventory_content = source_inventory.get_contents()
if not source_inventory_content then
return
end
clear_module(player, destination.bounding_box, destination.name)
if next(source_inventory_content) ~= nil then
apply_module(player, destination.bounding_box, destination.name, { ["n"] = source_inventory_content, ["p"] = source_inventory_content })
end
end
end)