mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 03:25:23 +09:00
449 lines
16 KiB
Lua
449 lines
16 KiB
Lua
--[[-- Gui Module - Player List
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- Adds a player list to show names and play time; also includes action buttons which can preform actions to players
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@gui Player-List
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@alias player_list
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]]
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-- luacheck:ignore 211/Colors
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local ExpUtil = require("modules/exp_util")
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local Gui = require("modules/exp_gui")
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local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
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local Datastore = require("modules.exp_legacy.expcore.datastore") --- @dep expcore.datastore
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local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
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local config = require("modules.exp_legacy.config.gui.player_list_actions") --- @dep config.gui.player_list_actions
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--- Stores all data for the warp gui
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local PlayerListData = Datastore.connect("PlayerListData")
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PlayerListData:set_serializer(Datastore.name_serializer)
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local SelectedPlayer = PlayerListData:combine("SelectedPlayer")
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local SelectedAction = PlayerListData:combine("SelectedAction")
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-- Set the config to use these stores
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config.set_datastores(SelectedPlayer, SelectedAction)
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--- Button used to open the action bar
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-- @element open_action_bar
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local open_action_bar = Gui.element("open_action_bar")
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:draw{
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type = "sprite-button",
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sprite = "utility/expand_dots",
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tooltip = { "player-list.open-action-bar" },
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style = "frame_button",
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name = Gui.property_from_name,
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}
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:style{
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padding = -2,
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width = 8,
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height = 14,
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}
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:on_click(function(def, player, element)
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local selected_player_name = element.parent.name
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local old_selected_player_name = SelectedPlayer:get(player)
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if selected_player_name == old_selected_player_name then
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SelectedPlayer:remove(player)
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else
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SelectedPlayer:set(player, selected_player_name)
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end
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end)
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--- Button used to close the action bar
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-- @element close_action_bar
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local close_action_bar = Gui.element("close_action_bar")
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:draw{
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type = "sprite-button",
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sprite = "utility/close_black",
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tooltip = { "player-list.close-action-bar" },
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style = "slot_sized_button_red",
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}
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:style(Gui.styles.sprite{
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size = 20,
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padding = -1,
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top_margin = -1,
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right_margin = -1,
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})
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:on_click(function(def, player, element)
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SelectedPlayer:remove(player)
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SelectedAction:remove(player)
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end)
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--- Button used to confirm a reason
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-- @element reason_confirm
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local reason_confirm = Gui.element("reason_confirm")
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:draw{
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type = "sprite-button",
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sprite = "utility/confirm_slot",
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tooltip = { "player-list.reason-confirm" },
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style = "slot_sized_button_green",
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}
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:style(Gui.styles.sprite{
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size = 30,
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padding = -1,
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left_margin = -2,
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right_margin = -1,
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})
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:on_click(function(def, player, element)
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local reason = element.parent.entry.text
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local action_name = SelectedAction:get(player)
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local reason_callback = config.buttons[action_name].reason_callback
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if reason == nil or not reason:find("%S") then reason = "no reason given" end
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reason_callback(player, reason)
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SelectedPlayer:remove(player)
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SelectedAction:remove(player)
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element.parent.entry.text = ""
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end)
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--- Set of elements that are used to make up a row of the player table
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-- @element add_player_base
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local add_player_base = Gui.element("add_player_base")
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:draw(function(_, parent, player_data)
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-- Add the button to open the action bar
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local toggle_action_bar_flow = parent.add{ type = "flow", name = player_data.name }
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open_action_bar(toggle_action_bar_flow)
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-- Add the player name
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local player_name = parent.add{
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type = "label",
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name = "player-name-" .. player_data.index,
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caption = player_data.name,
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tooltip = { "player-list.open-map", player_data.name, player_data.tag, player_data.role_name },
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}
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player_name.style.padding = { 0, 2, 0, 0 }
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player_name.style.font_color = player_data.chat_color
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-- Add the time played label
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local alignment = Gui.elements.aligned_flow(parent, { name = "player-time-" .. player_data.index })
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local time_label = alignment.add{
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name = "label",
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type = "label",
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caption = player_data.caption,
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tooltip = player_data.tooltip,
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}
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time_label.style.padding = 0
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return player_name
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end)
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:on_click(function(def, player, element, event)
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local selected_player_name = element.caption
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local selected_player = game.players[selected_player_name]
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if event.button == defines.mouse_button_type.left then
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-- LMB will open the map to the selected player
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player.set_controller{
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type = defines.controllers.remote,
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position = selected_player.physical_position,
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surface = selected_player.physical_surface
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}
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else
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-- RMB will toggle the settings
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local old_selected_player_name = SelectedPlayer:get(player)
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if selected_player_name == old_selected_player_name then
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SelectedPlayer:remove(player)
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SelectedAction:remove(player)
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else
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SelectedPlayer:set(player, selected_player_name)
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end
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end
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end)
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-- Removes the three elements that are added as part of the base
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local function remove_player_base(parent, player)
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Gui.destroy_if_valid(parent[player.name])
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Gui.destroy_if_valid(parent["player-name-" .. player.index])
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Gui.destroy_if_valid(parent["player-time-" .. player.index])
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end
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-- Update the time label for a player using there player time data
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local function update_player_base(parent, player_time)
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local time_element = parent[player_time.element_name]
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if time_element and time_element.valid then
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time_element.label.caption = player_time.caption
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time_element.label.tooltip = player_time.tooltip
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end
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end
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--- Adds all the buttons and flows that make up the action bar
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-- @element add_action_bar
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local add_action_bar_buttons = Gui.element("add_action_bar_buttons")
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:draw(function(_, parent)
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close_action_bar(parent)
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-- Loop over all the buttons in the config
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for action_name, button_data in pairs(config.buttons) do
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-- Added the permission flow
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local permission_flow = parent.add{ type = "flow", name = action_name }
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permission_flow.visible = false
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-- Add the buttons under that permission
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for _, button in ipairs(button_data) do
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button(permission_flow)
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end
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end
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return parent
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end)
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--- Updates the visible state of the action bar buttons
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local function update_action_bar(element)
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local player = Gui.get_player(element)
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local selected_player_name = SelectedPlayer:get(player)
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if not selected_player_name then
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-- Hide the action bar when no player is selected
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element.visible = false
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else
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local selected_player = game.players[selected_player_name]
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if not selected_player.connected then
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-- If the player is offline then reest stores
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element.visible = false
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SelectedPlayer:remove(player)
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SelectedAction:remove(player)
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else
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-- Otherwise check what actions the player is allowed to use
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element.visible = true
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for action_name, buttons in pairs(config.buttons) do
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if buttons.auth and not buttons.auth(player, selected_player) then
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element[action_name].visible = false
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elseif Roles.player_allowed(player, action_name) then
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element[action_name].visible = true
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end
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end
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end
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end
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end
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--- Main player list container for the left flow
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-- @element player_list_container
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local player_list_container = Gui.element("player_list_container")
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:draw(function(definition, parent)
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-- Draw the internal container
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local container = Gui.elements.container(parent, 200)
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-- Draw the scroll table for the players
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local scroll_table = Gui.elements.scroll_table(container, 184, 3, "scroll")
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-- Change the style of the scroll table
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local scroll_table_style = scroll_table.style
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scroll_table_style.padding = { 1, 0, 1, 2 }
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-- Add the action bar
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local action_bar = Gui.elements.footer(container, { name = "action_bar", no_flow = true })
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-- Change the style of the action bar
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local action_bar_style = action_bar.style
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action_bar_style.height = 35
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action_bar_style.padding = { 1, 3 }
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action_bar.visible = false
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-- Add the buttons to the action bar
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add_action_bar_buttons(action_bar)
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-- Add the reason bar
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local reason_bar = Gui.elements.footer(container, { name = "reason_bar", no_flow = true })
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-- Change the style of the reason bar
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local reason_bar_style = reason_bar.style
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reason_bar_style.height = 35
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reason_bar_style.padding = { -1, 3 }
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reason_bar.visible = false
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-- Add the text entry for the reason bar
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local reason_field =
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reason_bar.add{
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name = "entry",
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type = "textfield",
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style = "stretchable_textfield",
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tooltip = { "player-list.reason-entry" },
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}
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-- Change the style of the text entry
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local reason_entry_style = reason_field.style
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reason_entry_style.padding = 0
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reason_entry_style.height = 28
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reason_entry_style.minimal_width = 160
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-- Add the confirm reason button
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reason_confirm(reason_bar)
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-- Return the exteral container
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return container.parent
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end)
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--- Add the element to the left flow with a toolbar button
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Gui.add_left_element(player_list_container, true)
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Gui.toolbar.create_button{
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name = "player_list_toggle",
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left_element = player_list_container,
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sprite = "entity/character",
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tooltip = { "player-list.main-tooltip" },
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visible = function(player, element)
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return Roles.player_allowed(player, "gui/player-list")
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end
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}
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local online_time_format = ExpUtil.format_time_factory_locale{ format = "short", hours = true, minutes = true }
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local afk_time_format = ExpUtil.format_time_factory_locale{ format = "long", minutes = true }
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-- Get caption and tooltip format for a player
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local function get_time_formats(online_time, afk_time)
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local tick = game.tick > 0 and game.tick or 1
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local percent = math.round(online_time / tick, 3) * 100
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local caption = online_time_format(online_time)
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local tooltip = { "player-list.afk-time", percent, afk_time_format(afk_time) }
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return caption, tooltip
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end
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-- Get the player time to be used to update time label
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local function get_player_times()
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local ctn = 0
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local player_times = {}
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for _, player in pairs(game.connected_players) do
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ctn = ctn + 1
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-- Add the player time details to the array
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local caption, tooltip = get_time_formats(player.online_time, player.afk_time)
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player_times[ctn] = {
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element_name = "player-time-" .. player.index,
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caption = caption,
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tooltip = tooltip,
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}
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end
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return player_times
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end
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-- Get a sorted list of all online players
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local function get_player_list_order()
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-- Sort all the online players into roles
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local players = {}
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for _, player in pairs(game.connected_players) do
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local highest_role = Roles.get_player_highest_role(player)
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if not players[highest_role.name] then
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players[highest_role.name] = {}
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end
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table.insert(players[highest_role.name], player)
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end
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-- Sort the players from roles into a set order
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local ctn = 0
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local player_list_order = {}
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for _, role_name in pairs(Roles.config.order) do
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if players[role_name] then
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for _, player in pairs(players[role_name]) do
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ctn = ctn + 1
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-- Add the player data to the array
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local caption, tooltip = get_time_formats(player.online_time, player.afk_time)
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player_list_order[ctn] = {
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name = player.name,
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index = player.index,
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tag = player.tag,
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role_name = role_name,
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chat_color = player.chat_color,
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caption = caption,
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tooltip = tooltip,
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}
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end
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end
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end
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--[[Adds fake players to the player list
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local tick = game.tick+1
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for i = 1, 10 do
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local online_time = math.random(1, tick)
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local afk_time = math.random(online_time-(tick/10), tick)
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local caption, tooltip = get_time_formats(online_time, afk_time)
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player_list_order[ctn+i] = {
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name='Player '..i,
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index=0-i,
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tag='',
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role_name = 'Fake Player',
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chat_color = table.get_random(Colors),
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caption = caption,
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tooltip = tooltip
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}
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end--]]
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return player_list_order
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end
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--- Update the play times every 30 sections
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Event.on_nth_tick(1800, function()
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local player_times = get_player_times()
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for _, player in pairs(game.connected_players) do
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local container = Gui.get_left_element(player_list_container, player)
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local scroll_table = container.frame.scroll.table
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for _, player_time in pairs(player_times) do
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update_player_base(scroll_table, player_time)
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end
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end
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end)
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--- When a player leaves only remove they entry
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Event.add(defines.events.on_player_left_game, function(event)
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local remove_player = game.players[event.player_index]
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for _, player in pairs(game.connected_players) do
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local container = Gui.get_left_element(player_list_container, player)
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local scroll_table = container.frame.scroll.table
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remove_player_base(scroll_table, remove_player)
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local selected_player_name = SelectedPlayer:get(player)
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if selected_player_name == remove_player.name then
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SelectedPlayer:remove(player)
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SelectedAction:remove(player)
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end
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end
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end)
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--- All other events require a full redraw of the table
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local function redraw_player_list()
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local player_list_order = get_player_list_order()
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for _, player in pairs(game.connected_players) do
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local container = Gui.get_left_element(player_list_container, player)
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local scroll_table = container.frame.scroll.table
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scroll_table.clear()
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for _, next_player_data in ipairs(player_list_order) do
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add_player_base(scroll_table, next_player_data)
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end
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end
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end
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Event.add(defines.events.on_player_joined_game, redraw_player_list)
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Event.add(Roles.events.on_role_assigned, redraw_player_list)
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Event.add(Roles.events.on_role_unassigned, redraw_player_list)
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--- When the action player is changed the action bar will update
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SelectedPlayer:on_update(function(player_name, selected_player)
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local player = game.players[player_name]
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local container = Gui.get_left_element(player_list_container, player)
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local scroll_table = container.frame.scroll.table
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update_action_bar(container.frame.action_bar)
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for _, next_player in pairs(game.connected_players) do
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local element = scroll_table[next_player.name][open_action_bar.name]
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local style = "frame_button"
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if next_player.name == selected_player then
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style = "tool_button"
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end
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element.style = style
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local element_style = element.style --[[@as LuaStyle]]
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element_style.padding = -2
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element_style.width = 8
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element_style.height = 14
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end
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end)
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--- When the action name is changed the reason input will update
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SelectedAction:on_update(function(player_name, selected_action)
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local player = game.players[player_name]
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local container = Gui.get_left_element(player_list_container, player)
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local element = container.frame.reason_bar
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if selected_action then
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-- if there is a new value then check the player is still online
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local selected_player_name = SelectedPlayer:get(player_name)
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local selected_player = game.players[selected_player_name]
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if selected_player.connected then
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element.visible = true
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else
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-- Clear if the player is offline
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SelectedPlayer:remove(player)
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SelectedAction:remove(player)
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end
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else
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element.visible = false
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end
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end)
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