mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 11:35:22 +09:00
411 lines
13 KiB
Lua
411 lines
13 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 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 formatted, k = 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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local function vlayer_convert_chest(player)
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local entities = player.surface.find_entities_filtered{position=player.position, radius=8, name='steel-chest', force=player.force, limit=1}
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if (not entities or #entities == 0) then
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player.print('No steel chest detected')
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return
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end
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local entity = entities[1]
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local pos = entity.position
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if (not entity.get_inventory(defines.inventory.chest).is_empty()) then
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player.print('Chest is not emptied')
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return nil
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end
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entity.destroy()
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return {x=string.format('%.1f', pos.x), y=string.format('%.1f', pos.y)}
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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 = '[img=entity/solar-panel] Solar Panel',
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style = 'heading_1_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 = 'label',
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name = 'vlayer_display_item_solar_count',
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caption = '0',
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style = 'heading_1_label'
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}:style{
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width = 120
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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 = '[img=entity/accumulator] Accumulator',
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style = 'heading_1_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 = 'label',
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name = 'vlayer_display_item_accumulator_count',
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caption = '0',
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style = 'heading_1_label'
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}:style{
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width = 120
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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_peak_name',
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caption = '[virtual-signal=signal-P] Current Production',
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style = 'heading_1_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 = 'label',
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name = 'vlayer_display_signal_peak_solar_count',
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caption = '0',
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style = 'heading_1_label'
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}:style{
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width = 120
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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 = '[virtual-signal=signal-S] Sustained Production',
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style = 'heading_1_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_1_label'
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}:style{
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width = 120
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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_max_name',
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caption = '[virtual-signal=signal-C] Battery Capacity',
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style = 'heading_1_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 = 'label',
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name = 'vlayer_display_signal_max_count',
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caption = '0',
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style = 'heading_1_label'
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}:style{
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width = 120
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}
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--- Display label for the current energy in storage
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-- @element vlayer_gui_display_signal_current_name
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local vlayer_gui_display_signal_current_name =
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Gui.element{
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type = 'label',
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name = 'vlayer_display_signal_current_name',
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caption = '[virtual-signal=signal-E] Battery Charge',
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style = 'heading_1_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_current_count =
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Gui.element{
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type = 'label',
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name = 'vlayer_display_signal_current_count',
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caption = '0',
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style = 'heading_1_label'
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}:style{
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width = 120
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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, 320, 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_production_name(disp)
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vlayer_gui_display_signal_production_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_capacity_name(disp)
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vlayer_gui_display_signal_capacity_count(disp)
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vlayer_gui_display_signal_current_name(disp)
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vlayer_gui_display_signal_current_count(disp)
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return vlayer_set
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end)
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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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--- A button used to add a new storage input interface
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-- @element vlayer_gui_control_storage_input
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local vlayer_gui_control_storage_input =
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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 = 'Add Input Storage'
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}:style{
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width = 160
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}:on_click(function(player, element, _)
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local pos = vlayer_convert_chest(player)
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if (pos) then
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vlayer.create_input_interface(player.surface, pos, player)
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game.print(player.name .. ' built a vlayer storage input on ' .. pos_to_gps_string(pos))
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end
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element.enabled = (vlayer.get_interface_counts().storage_input < config.interface_limit.storage_input)
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end)
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--- A button used to add a new storage output interface
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-- @element vlayer_gui_control_storage_output
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local vlayer_gui_control_storage_output =
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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 = 'Add Output Storage'
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}:style{
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width = 160
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}:on_click(function(player, element, _)
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local pos = vlayer_convert_chest(player)
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if (pos) then
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vlayer.create_output_interface(player.surface, pos, player)
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game.print(player.name .. ' built a vlayer storage output on ' .. pos_to_gps_string(pos))
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end
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element.enabled = (vlayer.get_interface_counts().storage_output < config.interface_limit.storage_output)
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end)
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--- A button used to add a new circuit interface
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-- @element vlayer_gui_control_circuit
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local vlayer_gui_control_circuit =
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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 = 'Add Circuit'
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}:style{
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width = 160
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}:on_click(function(player, element, _)
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local pos = vlayer_convert_chest(player)
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if (pos) then
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vlayer.create_circuit_interface(player.surface, pos, player)
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game.print(player.name .. ' built a vlayer circuit on ' .. pos_to_gps_string(pos))
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end
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element.enabled = (vlayer.get_interface_counts().circuit < config.interface_limit.circuit)
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end)
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--- A button used to add a new energy interface
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-- @element vlayer_gui_control_power
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local vlayer_gui_control_power =
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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 = 'Add Power'
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}:style{
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width = 160
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}:on_click(function(player, element, _)
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local pos = vlayer_convert_chest(player)
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if (pos) then
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if vlayer.create_energy_interface(player.surface, pos, player) then
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game.print(player.name .. ' built a vlayer energy interface on ' .. pos_to_gps_string(pos))
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else
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player.print('Unable to build vlayer energy entity')
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end
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end
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element.enabled = (vlayer.get_interface_counts().energy < config.interface_limit.energy)
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end)
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--- A button used to remove the closest 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 = 'Remove Special'
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}:style{
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width = 160
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}:on_click(function(player, element, _)
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local interface_type, interface_position = vlayer.remove_closest_interface(player.surface, player.position, 4)
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if not interface_type then
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return player.print('Interface not found in range, please move closer')
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end
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local interfaces = vlayer.get_interface_counts()
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game.print(player.name .. ' removed a vlayer ' .. interface_type .. ' on ' .. pos_to_gps_string(interface_position))
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element.parent[vlayer_gui_control_storage_input.name].enabled = (interfaces.storage_input < config.interface_limit.storage_input)
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element.parent[vlayer_gui_control_storage_output.name].enabled = (interfaces.storage_output < config.interface_limit.storage_output)
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element.parent[vlayer_gui_control_circuit.name].enabled = (interfaces.circuit < config.interface_limit.circuit)
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element.parent[vlayer_gui_control_power.name].enabled = (interfaces.energy < config.interface_limit.energy)
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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, 320, 2, 'disp')
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local interfaces = vlayer.get_interface_counts()
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vlayer_gui_control_storage_input(disp).enabled = (interfaces.storage_input < config.interface_limit.storage_input)
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vlayer_gui_control_storage_output(disp).enabled = (interfaces.storage_output < config.interface_limit.storage_output)
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vlayer_gui_control_circuit(disp).enabled = (interfaces.circuit < config.interface_limit.circuit)
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vlayer_gui_control_power(disp).enabled = (interfaces.energy < config.interface_limit.energy)
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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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local 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, 320)
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vlayer_display_set(container, 'vlayer_st_1')
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vlayer_control_set(container, 'vlayer_st_2')
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local table = container['vlayer_st_2'].disp.table
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local visible = Roles.player_allowed(player, 'gui/vlayer-edit')
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table[vlayer_gui_control_storage_input.name].visible = visible
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table[vlayer_gui_control_storage_output.name].visible = visible
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table[vlayer_gui_control_circuit.name].visible = visible
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table[vlayer_gui_control_power.name].visible = visible
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table[vlayer_gui_control_remove.name].visible = visible
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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 vlayer_display = {
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[vlayer_gui_display_item_solar_count.name] = format_number(items['solar-panel']),
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[vlayer_gui_display_item_accumulator_count.name] = format_number(items['accumulator']),
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[vlayer_gui_display_signal_production_count.name] = format_energy(stats.energy_production, 'W'),
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[vlayer_gui_display_signal_sustained_count.name] = format_energy(stats.energy_sustained, 'W'),
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[vlayer_gui_display_signal_capacity_count.name] = format_energy(stats.energy_capacity, 'J'),
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[vlayer_gui_display_signal_current_count.name] = format_energy(stats.energy_storage, 'J'),
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}
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for _, player in pairs(game.connected_players) do
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local frame = Gui.get_left_element(player, vlayer_container)
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local table = frame.container['vlayer_st_1'].disp.table
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for k, v in pairs(vlayer_display) do
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table[k].caption = v
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end
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end
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end)
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