Files
factorio-scenario-ExpCluster/exp_legacy/module/modules/gui/player-list.lua
2025-01-30 00:08:46 +00:00

449 lines
16 KiB
Lua

--[[-- Gui Module - Player List
- Adds a player list to show names and play time; also includes action buttons which can preform actions to players
@gui Player-List
@alias player_list
]]
-- luacheck:ignore 211/Colors
local ExpUtil = require("modules/exp_util")
local Gui = require("modules/exp_gui")
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local Datastore = require("modules.exp_legacy.expcore.datastore") --- @dep expcore.datastore
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local config = require("modules.exp_legacy.config.gui.player_list_actions") --- @dep config.gui.player_list_actions
--- Stores all data for the warp gui
local PlayerListData = Datastore.connect("PlayerListData")
PlayerListData:set_serializer(Datastore.name_serializer)
local SelectedPlayer = PlayerListData:combine("SelectedPlayer")
local SelectedAction = PlayerListData:combine("SelectedAction")
-- Set the config to use these stores
config.set_datastores(SelectedPlayer, SelectedAction)
--- Button used to open the action bar
-- @element open_action_bar
local open_action_bar = Gui.element("open_action_bar")
:draw{
type = "sprite-button",
sprite = "utility/expand_dots",
tooltip = { "player-list.open-action-bar" },
style = "frame_button",
name = Gui.property_from_name,
}
:style{
padding = -2,
width = 8,
height = 14,
}
:on_click(function(def, player, element)
local selected_player_name = element.parent.name
local old_selected_player_name = SelectedPlayer:get(player)
if selected_player_name == old_selected_player_name then
SelectedPlayer:remove(player)
else
SelectedPlayer:set(player, selected_player_name)
end
end)
--- Button used to close the action bar
-- @element close_action_bar
local close_action_bar = Gui.element("close_action_bar")
:draw{
type = "sprite-button",
sprite = "utility/close_black",
tooltip = { "player-list.close-action-bar" },
style = "slot_sized_button_red",
}
:style(Gui.styles.sprite{
size = 20,
padding = -1,
top_margin = -1,
right_margin = -1,
})
:on_click(function(def, player, element)
SelectedPlayer:remove(player)
SelectedAction:remove(player)
end)
--- Button used to confirm a reason
-- @element reason_confirm
local reason_confirm = Gui.element("reason_confirm")
:draw{
type = "sprite-button",
sprite = "utility/confirm_slot",
tooltip = { "player-list.reason-confirm" },
style = "slot_sized_button_green",
}
:style(Gui.styles.sprite{
size = 30,
padding = -1,
left_margin = -2,
right_margin = -1,
})
:on_click(function(def, player, element)
local reason = element.parent.entry.text
local action_name = SelectedAction:get(player)
local reason_callback = config.buttons[action_name].reason_callback
if reason == nil or not reason:find("%S") then reason = "no reason given" end
reason_callback(player, reason)
SelectedPlayer:remove(player)
SelectedAction:remove(player)
element.parent.entry.text = ""
end)
--- Set of elements that are used to make up a row of the player table
-- @element add_player_base
local add_player_base = Gui.element("add_player_base")
:draw(function(_, parent, player_data)
-- Add the button to open the action bar
local toggle_action_bar_flow = parent.add{ type = "flow", name = player_data.name }
open_action_bar(toggle_action_bar_flow)
-- Add the player name
local player_name = parent.add{
type = "label",
name = "player-name-" .. player_data.index,
caption = player_data.name,
tooltip = { "player-list.open-map", player_data.name, player_data.tag, player_data.role_name },
}
player_name.style.padding = { 0, 2, 0, 0 }
player_name.style.font_color = player_data.chat_color
-- Add the time played label
local alignment = Gui.elements.aligned_flow(parent, { name = "player-time-" .. player_data.index })
local time_label = alignment.add{
name = "label",
type = "label",
caption = player_data.caption,
tooltip = player_data.tooltip,
}
time_label.style.padding = 0
return player_name
end)
:on_click(function(def, player, element, event)
local selected_player_name = element.caption
local selected_player = game.players[selected_player_name]
if event.button == defines.mouse_button_type.left then
-- LMB will open the map to the selected player
player.set_controller{
type = defines.controllers.remote,
position = selected_player.physical_position,
surface = selected_player.physical_surface
}
else
-- RMB will toggle the settings
local old_selected_player_name = SelectedPlayer:get(player)
if selected_player_name == old_selected_player_name then
SelectedPlayer:remove(player)
SelectedAction:remove(player)
else
SelectedPlayer:set(player, selected_player_name)
end
end
end)
-- Removes the three elements that are added as part of the base
local function remove_player_base(parent, player)
Gui.destroy_if_valid(parent[player.name])
Gui.destroy_if_valid(parent["player-name-" .. player.index])
Gui.destroy_if_valid(parent["player-time-" .. player.index])
end
-- Update the time label for a player using there player time data
local function update_player_base(parent, player_time)
local time_element = parent[player_time.element_name]
if time_element and time_element.valid then
time_element.label.caption = player_time.caption
time_element.label.tooltip = player_time.tooltip
end
end
--- Adds all the buttons and flows that make up the action bar
-- @element add_action_bar
local add_action_bar_buttons = Gui.element("add_action_bar_buttons")
:draw(function(_, parent)
close_action_bar(parent)
-- Loop over all the buttons in the config
for action_name, button_data in pairs(config.buttons) do
-- Added the permission flow
local permission_flow = parent.add{ type = "flow", name = action_name }
permission_flow.visible = false
-- Add the buttons under that permission
for _, button in ipairs(button_data) do
button(permission_flow)
end
end
return parent
end)
--- Updates the visible state of the action bar buttons
local function update_action_bar(element)
local player = Gui.get_player(element)
local selected_player_name = SelectedPlayer:get(player)
if not selected_player_name then
-- Hide the action bar when no player is selected
element.visible = false
else
local selected_player = game.players[selected_player_name]
if not selected_player.connected then
-- If the player is offline then reest stores
element.visible = false
SelectedPlayer:remove(player)
SelectedAction:remove(player)
else
-- Otherwise check what actions the player is allowed to use
element.visible = true
for action_name, buttons in pairs(config.buttons) do
if buttons.auth and not buttons.auth(player, selected_player) then
element[action_name].visible = false
elseif Roles.player_allowed(player, action_name) then
element[action_name].visible = true
end
end
end
end
end
--- Main player list container for the left flow
-- @element player_list_container
local player_list_container = Gui.element("player_list_container")
:draw(function(definition, parent)
-- Draw the internal container
local container = Gui.elements.container(parent, 200)
-- Draw the scroll table for the players
local scroll_table = Gui.elements.scroll_table(container, 184, 3, "scroll")
-- Change the style of the scroll table
local scroll_table_style = scroll_table.style
scroll_table_style.padding = { 1, 0, 1, 2 }
-- Add the action bar
local action_bar = Gui.elements.footer(container, { name = "action_bar", no_flow = true })
-- Change the style of the action bar
local action_bar_style = action_bar.style
action_bar_style.height = 35
action_bar_style.padding = { 1, 3 }
action_bar.visible = false
-- Add the buttons to the action bar
add_action_bar_buttons(action_bar)
-- Add the reason bar
local reason_bar = Gui.elements.footer(container, { name = "reason_bar", no_flow = true })
-- Change the style of the reason bar
local reason_bar_style = reason_bar.style
reason_bar_style.height = 35
reason_bar_style.padding = { -1, 3 }
reason_bar.visible = false
-- Add the text entry for the reason bar
local reason_field =
reason_bar.add{
name = "entry",
type = "textfield",
style = "stretchable_textfield",
tooltip = { "player-list.reason-entry" },
}
-- Change the style of the text entry
local reason_entry_style = reason_field.style
reason_entry_style.padding = 0
reason_entry_style.height = 28
reason_entry_style.minimal_width = 160
-- Add the confirm reason button
reason_confirm(reason_bar)
-- Return the exteral container
return container.parent
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(player_list_container, true)
Gui.toolbar.create_button{
name = "player_list_toggle",
left_element = player_list_container,
sprite = "entity/character",
tooltip = { "player-list.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/player-list")
end
}
local online_time_format = ExpUtil.format_time_factory_locale{ format = "short", hours = true, minutes = true }
local afk_time_format = ExpUtil.format_time_factory_locale{ format = "long", minutes = true }
-- Get caption and tooltip format for a player
local function get_time_formats(online_time, afk_time)
local tick = game.tick > 0 and game.tick or 1
local percent = math.round(online_time / tick, 3) * 100
local caption = online_time_format(online_time)
local tooltip = { "player-list.afk-time", percent, afk_time_format(afk_time) }
return caption, tooltip
end
-- Get the player time to be used to update time label
local function get_player_times()
local ctn = 0
local player_times = {}
for _, player in pairs(game.connected_players) do
ctn = ctn + 1
-- Add the player time details to the array
local caption, tooltip = get_time_formats(player.online_time, player.afk_time)
player_times[ctn] = {
element_name = "player-time-" .. player.index,
caption = caption,
tooltip = tooltip,
}
end
return player_times
end
-- Get a sorted list of all online players
local function get_player_list_order()
-- Sort all the online players into roles
local players = {}
for _, player in pairs(game.connected_players) do
local highest_role = Roles.get_player_highest_role(player)
if not players[highest_role.name] then
players[highest_role.name] = {}
end
table.insert(players[highest_role.name], player)
end
-- Sort the players from roles into a set order
local ctn = 0
local player_list_order = {}
for _, role_name in pairs(Roles.config.order) do
if players[role_name] then
for _, player in pairs(players[role_name]) do
ctn = ctn + 1
-- Add the player data to the array
local caption, tooltip = get_time_formats(player.online_time, player.afk_time)
player_list_order[ctn] = {
name = player.name,
index = player.index,
tag = player.tag,
role_name = role_name,
chat_color = player.chat_color,
caption = caption,
tooltip = tooltip,
}
end
end
end
--[[Adds fake players to the player list
local tick = game.tick+1
for i = 1, 10 do
local online_time = math.random(1, tick)
local afk_time = math.random(online_time-(tick/10), tick)
local caption, tooltip = get_time_formats(online_time, afk_time)
player_list_order[ctn+i] = {
name='Player '..i,
index=0-i,
tag='',
role_name = 'Fake Player',
chat_color = table.get_random(Colors),
caption = caption,
tooltip = tooltip
}
end--]]
return player_list_order
end
--- Update the play times every 30 sections
Event.on_nth_tick(1800, function()
local player_times = get_player_times()
for _, player in pairs(game.connected_players) do
local container = Gui.get_left_element(player_list_container, player)
local scroll_table = container.frame.scroll.table
for _, player_time in pairs(player_times) do
update_player_base(scroll_table, player_time)
end
end
end)
--- When a player leaves only remove they entry
Event.add(defines.events.on_player_left_game, function(event)
local remove_player = game.players[event.player_index]
for _, player in pairs(game.connected_players) do
local container = Gui.get_left_element(player_list_container, player)
local scroll_table = container.frame.scroll.table
remove_player_base(scroll_table, remove_player)
local selected_player_name = SelectedPlayer:get(player)
if selected_player_name == remove_player.name then
SelectedPlayer:remove(player)
SelectedAction:remove(player)
end
end
end)
--- All other events require a full redraw of the table
local function redraw_player_list()
local player_list_order = get_player_list_order()
for _, player in pairs(game.connected_players) do
local container = Gui.get_left_element(player_list_container, player)
local scroll_table = container.frame.scroll.table
scroll_table.clear()
for _, next_player_data in ipairs(player_list_order) do
add_player_base(scroll_table, next_player_data)
end
end
end
Event.add(defines.events.on_player_joined_game, redraw_player_list)
Event.add(Roles.events.on_role_assigned, redraw_player_list)
Event.add(Roles.events.on_role_unassigned, redraw_player_list)
--- When the action player is changed the action bar will update
SelectedPlayer:on_update(function(player_name, selected_player)
local player = game.players[player_name]
local container = Gui.get_left_element(player_list_container, player)
local scroll_table = container.frame.scroll.table
update_action_bar(container.frame.action_bar)
for _, next_player in pairs(game.connected_players) do
local element = scroll_table[next_player.name][open_action_bar.name]
local style = "frame_button"
if next_player.name == selected_player then
style = "tool_button"
end
element.style = style
local element_style = element.style --[[@as LuaStyle]]
element_style.padding = -2
element_style.width = 8
element_style.height = 14
end
end)
--- When the action name is changed the reason input will update
SelectedAction:on_update(function(player_name, selected_action)
local player = game.players[player_name]
local container = Gui.get_left_element(player_list_container, player)
local element = container.frame.reason_bar
if selected_action then
-- if there is a new value then check the player is still online
local selected_player_name = SelectedPlayer:get(player_name)
local selected_player = game.players[selected_player_name]
if selected_player.connected then
element.visible = true
else
-- Clear if the player is offline
SelectedPlayer:remove(player)
SelectedAction:remove(player)
end
else
element.visible = false
end
end)