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

905 lines
37 KiB
Lua

--[[-- Gui Module - Warp List
- Adds a warp list gui which allows players to add and remove warp points
@gui Warps-List
@alias warp_list
]]
local ExpUtil = require("modules/exp_util")
local Gui = require("modules/exp_gui")
local Datastore = require("modules.exp_legacy.expcore.datastore") --- @dep expcore.datastore
local Storage = require("modules/exp_util/storage")
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local Colors = require("modules/exp_util/include/color")
local config = require("modules.exp_legacy.config.gui.warps") --- @dep config.gui.warps
local Warps = require("modules.exp_legacy.modules.control.warps") --- @dep modules.control.warps
local format_time = ExpUtil.format_time_factory_locale{ format = "short", hours = true, minutes = true }
--- Stores all data for the warp gui
local WrapGuiData = Datastore.connect("WrapGuiData")
WrapGuiData:set_serializer(Datastore.name_serializer)
local PlayerInRange = WrapGuiData:combine("PlayerInRange")
PlayerInRange:set_default(false)
local PlayerCooldown = WrapGuiData:combine("PlayerCooldown")
PlayerCooldown:set_default(0)
--- Table that stores a boolean value of weather to keep the warp gui open
local keep_gui_open = {}
Storage.register(keep_gui_open, function(tbl)
keep_gui_open = tbl
end)
--- Styles used for sprite buttons
local Styles = {
sprite22 = { height = 22, width = 22, padding = -2 },
sprite32 = { height = 32, width = 32, left_margin = 1 },
}
--- Status icon of a warp
local warp_status_icons = {
cooldown = "[img=utility/multiplayer_waiting_icon]",
not_available = "[img=utility/set_bar_slot]",
bypass = "[img=utility/side_menu_bonus_icon]",
current = "[img=utility/side_menu_map_icon]",
connected = "[img=utility/logistic_network_panel_white]",
different = "[img=utility/warning_white]",
}
--- Returns if a player is allowed to edit the given warp
--- If a player is allowed to use the edit buttons
local function check_player_permissions(player, action, warp)
-- Check if the action is allow edit and then check bypass settings
if action == "allow_edit_warp" then
-- Check if the warp is the spawn then it cant be edited
local spawn_id = Warps.get_spawn_warp_id(player.force.name)
if spawn_id == warp.warp_id then
return false
end
-- Check if the player being the last to edit will override existing permisisons
if config.user_can_edit_own_warps and warp.last_edit_name == player.name then
return true
end
end
-- Check player has permission based on value in the config
local action_config = config[action]
if action_config == "all" then
return true
elseif action_config == "admin" then
return player.admin
elseif action_config == "expcore.roles" then
return Roles.player_allowed(player, config["expcore_roles_" .. action])
end
-- Return false as all other conditions have not been met
return false
end
--- Will add a new warp to the list, checks if the player is too close to an existing one
-- @element add_new_warp
local add_new_warp = Gui.element("add_new_warp")
:draw{
type = "sprite-button",
sprite = "utility/add",
tooltip = { "warp-list.add-tooltip" },
style = "shortcut_bar_button",
name = Gui.property_from_name,
}
:style(Styles.sprite22)
:on_click(function(def, player, element)
if player.controller_type ~= defines.controllers.character then return end
-- Add the new warp
local force_name = player.force.name
local surface = player.physical_surface
local position = player.physical_position
-- Check if the warp is too close to water
local water_tiles = surface.find_tiles_filtered{ collision_mask = "water_tile", radius = config.standard_proximity_radius + 1, position = position }
if #water_tiles > 0 then
player.print(
{ "expcore-commands.command-fail", { "warp-list.too-close-to-water", config.standard_proximity_radius + 1 } },
{ color = Colors.orange_red }
)
if game.player then game.player.play_sound{ path = "utility/wire_pickup" } end
for _, tile in pairs(water_tiles) do
rendering.draw_sprite{
sprite = "utility/rail_path_not_possible",
x_scale = 0.5,
y_scale = 0.5,
target = tile.position,
surface = surface,
players = { player },
time_to_live = 60,
}
end
return
end
-- Check if there are player entities in the way (has a bigger radius because the enities that can be placed by a player are larger)
local entities = surface.find_entities_filtered{
radius = config.standard_proximity_radius + 2.5,
position = position,
collision_mask = {
"item", "object", "player", "water_tile",
},
}
-- Remove 1 because that is the current player
if #entities > 1 then
player.print(
{ "expcore-commands.command-fail", { "warp-list.too-close-to-entities", config.standard_proximity_radius + 2.5 } },
{ color = Colors.orange_red }
)
if game.player then game.player.play_sound{ path = "utility/wire_pickup" } end
local character = player.character
for _, entity in pairs(entities) do
if entity ~= character then
rendering.draw_sprite{
sprite = "utility/rail_path_not_possible",
x_scale = 0.5,
y_scale = 0.5,
target = entity,
surface = surface,
players = { player },
time_to_live = 60,
}
end
end
return
end
-- Create the warp
local warp_id = Warps.add_warp(force_name, surface, position, player.name)
Warps.make_warp_tag(warp_id)
Warps.make_warp_area(warp_id)
end)
--- Warp icon button, this will trigger a warp when the player is able to
-- @element warp_icon_button
local warp_icon_button = Gui.element("warp_icon_button")
:draw(function(def, parent, warp)
local warp_position = warp.position
-- The SpritePath type is not the same as the SignalID type
local sprite = warp.icon.type .. "/" .. warp.icon.name
if warp.icon.type == "virtual" then
sprite = "virtual-signal/" .. warp.icon.name
end
-- Draw the element
return parent.add{
type = "sprite-button",
sprite = sprite,
name = def.name,
tooltip = { "warp-list.goto-tooltip", warp_position.x, warp_position.y },
style = "slot_button",
}
end)
:style(Styles.sprite32)
:on_click(function(def, player, element)
if element.type == "choose-elem-button" then return end
local warp_id = element.parent.caption
Warps.teleport_player(warp_id, player)
-- Reset the warp cooldown if the player does not have unlimited warps
if not check_player_permissions(player, "bypass_warp_cooldown") then
PlayerCooldown:set(player, config.update_smoothing * config.cooldown_duration)
end
PlayerInRange:set(player, warp_id)
end)
--- The button that is visible when the warp is in edit state
-- @element warp_icon_editing
local warp_icon_editing = Gui.element("warp_icon_editing")
:draw(function(def, parent, warp)
return parent.add{
name = def.name,
type = "choose-elem-button",
elem_type = "signal",
signal = { type = warp.icon.type, name = warp.icon.name },
tooltip = { "warp-list.goto-edit" },
}
end)
:style(Styles.sprite32)
--- Warp label, visible if the player is not in edit state
-- @element warp_label
local warp_label = Gui.element("warp_label")
:draw(function(def, parent, warp)
local last_edit_name = warp.last_edit_name
local last_edit_time = warp.last_edit_time
-- Draw the element
return parent.add{
type = "label",
caption = warp.name,
tooltip = { "warp-list.last-edit", last_edit_name, format_time(last_edit_time) },
name = def.name,
}
end)
:style{
single_line = true,
left_padding = 2,
right_padding = 2,
horizontally_stretchable = true,
}
:on_click(function(def, player, element)
local warp_id = element.parent.caption
local warp = Warps.get_warp(warp_id)
player.set_controller{ type = defines.controllers.remote, position = warp.position, surface = warp.surface }
end)
--- Warp status, visible if the player is not in edit state
--- This will show if the warp is connected or not
-- @element warp_status
local warp_status = Gui.element("warp_status")
:draw{
type = "label",
caption = "[img=utility/electricity_icon_unplugged]", -- Temporary icon
name = Gui.property_from_name,
}
:style{
-- When editing mode because textbox is larger the icon would move up.
top_padding = 1,
single_line = false,
}
--- Warp textfield, visible if the player is in edit state
-- @element warp_textfield
local warp_textfield = Gui.element("warp_textfield")
:draw(function(def, parent, warp)
-- Draw the element
return parent.add{
type = "textfield",
text = warp.name,
clear_and_focus_on_right_click = true,
name = def.name,
}
end)
:style{
-- Required fields to make it squashable and strechable.
minimal_width = 10,
maximal_width = 300,
horizontally_squashable = true,
horizontally_stretchable = true,
-- Other styling
height = 22,
padding = -2,
left_margin = 2,
right_margin = 2,
}
:on_confirmed(function(def, player, element)
local warp_id = element.parent.caption
local warp_name = element.text
local warp_icon = element.parent.parent["icon-" .. warp_id][warp_icon_editing.name].elem_value --[[ @as SignalID ]]
if warp_icon.type == nil then warp_icon.type = "item" end
Warps.set_editing(warp_id, player.name)
Warps.update_warp(warp_id, warp_name, warp_icon, player.name)
end)
--- Confirms the edit to name or icon of the warp
-- @element confirm_edit_button
local confirm_edit_button = Gui.element("confirm_edit_button")
:draw{
type = "sprite-button",
sprite = "utility/confirm_slot",
tooltip = { "warp-list.confirm-tooltip" },
style = "shortcut_bar_button_green",
name = Gui.property_from_name,
}
:style(Styles.sprite22)
:on_click(function(def, player, element)
local warp_id = element.parent.caption
local warp_name = element.parent.parent["name-" .. warp_id][warp_textfield.name].text
local warp_icon = element.parent.parent["icon-" .. warp_id][warp_icon_editing.name].elem_value --[[ @as SignalID ]]
if warp_icon.type == nil then warp_icon.type = "item" end
Warps.set_editing(warp_id, player.name)
Warps.update_warp(warp_id, warp_name, warp_icon, player.name)
end)
--- Cancels the editing changes of the selected warp name or icon
-- @element cancel_edit_button
local cancel_edit_button = Gui.element("cancel_edit_button")
:draw{
type = "sprite-button",
sprite = "utility/close_black",
tooltip = { "warp-list.cancel-tooltip" },
style = "shortcut_bar_button_red",
name = Gui.property_from_name,
}
:style(Styles.sprite22)
:on_click(function(def, player, element)
local warp_id = element.parent.caption
-- Check if this is the first edit, if so remove the warp.
local warp = Warps.get_warp(warp_id)
if warp.updates == 1 then
Warps.remove_warp(warp_id)
return
end
Warps.set_editing(warp_id, player.name)
end)
--- Removes a warp from the list, including the physical area and map tag
-- @element remove_warp_button
local remove_warp_button = Gui.element("remove_warp_button")
:draw{
type = "sprite-button",
sprite = "utility/trash",
tooltip = { "warp-list.remove-tooltip" },
style = "shortcut_bar_button_red",
name = Gui.property_from_name,
}
:style(Styles.sprite22)
:on_click(function(def, player, element)
local warp_id = element.parent.caption
Warps.remove_warp(warp_id)
end)
--- Opens edit mode for the warp
-- @element edit_warp_button
local edit_warp_button = Gui.element("edit_warp_button")
:draw{
type = "sprite-button",
sprite = "utility/rename_icon",
tooltip = { "warp-list.edit-tooltip-none" },
style = "shortcut_bar_button",
name = Gui.property_from_name,
}
:style(Styles.sprite22)
:on_click(function(def, player, element)
local warp_id = element.parent.caption
Warps.set_editing(warp_id, player.name, true)
end)
local update_all_warp_elements
--- Set of three elements which make up each row of the warp table
-- @element add_warp_elements
local add_warp_elements = Gui.element("add_warp_elements")
:draw(function(_, parent, warp)
-- Add icon flow, this will contain the warp button and warp icon edit button
local icon_flow = parent.add{
name = "icon-" .. warp.warp_id,
type = "flow",
caption = warp.warp_id,
}
icon_flow.style.padding = 0
-- Add the button and the icon edit button
warp_icon_button(icon_flow, warp)
warp_icon_editing(icon_flow, warp)
-- Add name flow, this will contain the warp label and textbox
local name_flow = parent.add{
type = "flow",
name = "name-" .. warp.warp_id,
caption = warp.warp_id,
}
name_flow.style.padding = 0
-- Add the label and textfield of the warp
warp_status(name_flow)
warp_label(name_flow, warp)
warp_textfield(name_flow, warp)
-- Add button flow, this will contain buttons to manage this specific warp
local button_flow = parent.add{
type = "flow",
name = "button-" .. warp.warp_id,
caption = warp.warp_id,
}
button_flow.style.padding = 0
-- Add both edit state buttons
confirm_edit_button(button_flow)
cancel_edit_button(button_flow)
edit_warp_button(button_flow)
remove_warp_button(button_flow)
end)
-- Removes the three elements that are added as part of the warp base
local function remove_warp_elements(parent, warp_id)
Gui.destroy_if_valid(parent["icon-" .. warp_id])
Gui.destroy_if_valid(parent["name-" .. warp_id])
Gui.destroy_if_valid(parent["button-" .. warp_id])
end
--- This timer controls when a player is able to warp, eg every 60 seconds
-- @element warp_timer
local warp_timer = Gui.element("warp_timer")
:draw{
type = "progressbar",
name = Gui.property_from_name,
tooltip = { "warp-list.timer-tooltip-zero", config.cooldown_duration },
minimum_value = 0,
maximum_value = config.cooldown_duration * config.update_smoothing,
}
:style{
horizontally_stretchable = true,
color = Colors.light_blue,
}
local warp_list_container
-- Helper function to style and enable or disable a button element
local function update_warp_elements(element, warp, warp_player_is_on, on_cooldown, bypass_warp_proximity)
-- Check if button element is valid
if not element or not element.valid then return end
local label_style = element.parent.parent["name-" .. warp.warp_id][warp_label.name].style
local warp_status_element = element.parent.parent["name-" .. warp.warp_id][warp_status.name]
-- If player is not on a warp
if not warp_player_is_on then
-- If player is allowed to warp without being on a warp. If not then disable the warp location
if bypass_warp_proximity then
local position = warp.position
element.tooltip = { "warp-list.goto-bypass", position.x, position.y }
element.enabled = true
warp_status_element.tooltip = { "warp-list.goto-bypass", position.x, position.y }
warp_status_element.caption = warp_status_icons.bypass
label_style.font = "default-semibold"
else
element.tooltip = { "warp-list.goto-disabled" }
element.enabled = false
warp_status_element.tooltip = { "warp-list.goto-disabled" }
warp_status_element.caption = warp_status_icons.not_available
label_style.font = "default"
end
-- If player is on the warp that is being updated
elseif warp_player_is_on.warp_id == warp.warp_id then
element.tooltip = { "warp-list.goto-same-warp" }
element.enabled = false
warp_status_element.tooltip = { "warp-list.goto-same-warp" }
warp_status_element.caption = warp_status_icons.current
label_style.font = "default"
-- If player is on cooldown
elseif on_cooldown then
element.tooltip = { "warp-list.goto-cooldown" }
element.enabled = false
warp_status_element.tooltip = { "warp-list.goto-cooldown" }
warp_status_element.caption = warp_status_icons.cooldown
label_style.font = "default"
else
-- If the warp the player is standing on is the same as the warp that is being updated
local warp_electric_network_id = warp.electric_pole and warp.electric_pole.electric_network_id or -1
local player_warp_electric_network_id = warp_player_is_on.electric_pole and warp_player_is_on.electric_pole.electric_network_id or -2
if warp_electric_network_id == player_warp_electric_network_id then
local position = warp.position
element.tooltip = { "warp-list.goto-tooltip", position.x, position.y }
element.enabled = true
warp_status_element.tooltip = { "warp-list.goto-tooltip", position.x, position.y }
warp_status_element.caption = warp_status_icons.connected
label_style.font = "default-semibold"
-- If the warp is not on the same network but the player is allowed to warp without being on a warp
elseif bypass_warp_proximity then
local position = warp.position
element.tooltip = { "warp-list.goto-bypass-different-network", position.x, position.y }
element.enabled = true
warp_status_element.tooltip = { "warp-list.goto-bypass-different-network", position.x, position.y }
warp_status_element.caption = warp_status_icons.bypass
label_style.font = "default-semibold"
-- If the warp is on a different network than the one the player is standing on
else
element.tooltip = { "warp-list.goto-different-network" }
element.enabled = false
warp_status_element.tooltip = { "warp-list.goto-different-network" }
warp_status_element.caption = warp_status_icons.different
label_style.font = "default"
end
end
end
--- Update the warp buttons for a player
function update_all_warp_elements(player, timer, warp_id)
-- Get the warp table
local container = Gui.get_left_element(warp_list_container, player)
local scroll_table = container.frame.scroll.table
-- Check if the player is currently on cooldown
timer = timer or PlayerCooldown:get(player)
local on_cooldown = timer > 0
-- Get the warp the player is on
warp_id = warp_id or PlayerInRange:get(player)
local warp_player_is_on = warp_id and Warps.get_warp(warp_id) or nil
-- Check player permission
local bypass_warp_proximity = check_player_permissions(player, "bypass_warp_proximity")
-- Change the enabled state of the warp buttons
local warp_ids = Warps.get_force_warp_ids(player.force.name)
for _, next_warp_id in pairs(warp_ids) do
local element = scroll_table["icon-" .. next_warp_id][warp_icon_button.name]
local next_warp = Warps.get_warp(next_warp_id)
update_warp_elements(element, next_warp, warp_player_is_on, on_cooldown, bypass_warp_proximity)
end
end
--- Updates a warp for a player
local function update_warp(player, warp_table, warp_id)
local warp = Warps.get_warp(warp_id)
-- If the warp no longer exists then remove the warp elements from the warp table
if not warp then
remove_warp_elements(warp_table, warp_id)
return
end
-- Create the warp elements if they do not already exist
if not warp_table["icon-" .. warp_id] then
add_warp_elements(warp_table, warp)
end
local icon_flow = warp_table["icon-" .. warp_id]
local name_flow = warp_table["name-" .. warp_id]
local button_flow = warp_table["button-" .. warp_id]
-- Create local references to the elements for this warp
local warp_icon_element = icon_flow[warp_icon_button.name]
local warp_icon_edit_element = icon_flow[warp_icon_editing.name]
local label_element = name_flow[warp_label.name]
local textfield_element = name_flow[warp_textfield.name]
local cancel_edit_element = button_flow[cancel_edit_button.name]
local confirm_edit_element = button_flow[confirm_edit_button.name]
local edit_warp_element = button_flow[edit_warp_button.name]
local remove_warp_element = button_flow[remove_warp_button.name]
-- Hide the edit button if the player is not allowed to edit the warp
local player_allowed_edit = check_player_permissions(player, "allow_edit_warp", warp)
local players_editing = table.get_keys(warp.currently_editing)
edit_warp_element.visible = player_allowed_edit
-- Set the tooltip of the edit button
if #players_editing > 0 then
edit_warp_element.hovered_sprite = "utility/warning_icon"
edit_warp_element.tooltip = { "warp-list.edit-tooltip", table.concat(players_editing, ", ") }
else
edit_warp_element.hovered_sprite = edit_warp_element.sprite
edit_warp_element.tooltip = { "warp-list.edit-tooltip-none" }
end
-- Set the visibility of the warp elements based on whether the user is editing or not
local player_is_editing = warp.currently_editing[player.name]
if player_is_editing then
-- Set the icon elements visibility
warp_icon_element.visible = false
warp_icon_edit_element.visible = true
-- Set the name elements visibility
label_element.visible = false
textfield_element.visible = true
textfield_element.focus()
warp_table.parent.scroll_to_element(textfield_element, "top-third")
-- Set the edit buttons
cancel_edit_element.visible = true
confirm_edit_element.visible = true
-- Set the warp buttons
edit_warp_element.visible = false
remove_warp_element.visible = false
else
-- Set the icon elements visibility
warp_icon_element.visible = true
-- The SpritePath type is not the same as the SignalID type
local sprite = warp.icon.type .. "/" .. warp.icon.name
if warp.icon.type == "virtual" then
sprite = "virtual-signal/" .. warp.icon.name
end
warp_icon_element.sprite = sprite
-- Set icon edit to the warps icon
warp_icon_edit_element.elem_value = warp.icon
warp_icon_edit_element.visible = false
-- Set the name elements visibility
label_element.visible = true
label_element.caption = warp.name
textfield_element.visible = false
textfield_element.text = warp.name
-- Set the edit buttons
cancel_edit_element.visible = false
confirm_edit_element.visible = false
-- Set the warp buttons
edit_warp_element.visible = true and player_allowed_edit
remove_warp_element.visible = true and player_allowed_edit
end
local timer = PlayerCooldown:get(player)
local current_warp_id = PlayerInRange:get(player)
local to_warp = current_warp_id and Warps.get_warp(current_warp_id) or nil
local bypass_warp_proximity = check_player_permissions(player, "bypass_warp_proximity")
update_warp_elements(warp_icon_element, warp, to_warp, timer > 0, bypass_warp_proximity)
end
-- Update all the warps for a player
local function update_all_warps(player, warp_table)
local warp_ids = Warps.get_force_warp_ids(player.force.name)
warp_table.clear()
for _, warp_id in ipairs(warp_ids) do
update_warp(player, warp_table, warp_id)
end
end
-- Update all warps for all players on a force
local function update_all_warp_force(force)
local warp_ids = Warps.get_force_warp_ids(force.name)
for _, player in pairs(force.connected_players) do
local container = Gui.get_left_element(warp_list_container, player)
local warp_table = container.frame.scroll.table
warp_table.clear() -- Needed to re-sort the warps
for _, warp_id in ipairs(warp_ids) do
update_warp(player, warp_table, warp_id)
end
end
end
--- Main warp list container for the left flow
-- @element warp_list_container
warp_list_container = Gui.element("warp_list_container")
:draw(function(def, parent)
local player = Gui.get_player(parent)
-- Check if user has permission to add warps
local allow_add_warp = check_player_permissions(player, "allow_add_warp")
-- Draw the internal container
local container = Gui.elements.container(parent, allow_add_warp and 268 or 220)
-- Draw the header
local header = Gui.elements.header(container, {
name = "header",
caption = { "warp-list.main-caption" },
tooltip = {
"warp-list.sub-tooltip",
config.cooldown_duration,
config.standard_proximity_radius,
{ "warp-list.sub-tooltip-current", warp_status_icons.current },
{ "warp-list.sub-tooltip-connected", warp_status_icons.connected },
{ "warp-list.sub-tooltip-different", warp_status_icons.different },
{ "warp-list.sub-tooltip-cooldown", warp_status_icons.cooldown },
{ "warp-list.sub-tooltip-not_available", warp_status_icons.not_available },
{ "warp-list.sub-tooltip-bypass", warp_status_icons.bypass },
},
})
-- Draw the new warp button
local add_new_warp_element = add_new_warp(header)
add_new_warp_element.visible = allow_add_warp
-- Draw the scroll table for the warps
local scroll_table = Gui.elements.scroll_table(container, 250, 3, "scroll")
-- Set the scroll panel to always show the scrollbar (not doing this will result in a changing gui size)
scroll_table.parent.vertical_scroll_policy = "always"
-- Change the style of the scroll table
local scroll_table_style = scroll_table.style
scroll_table_style.top_cell_padding = 3
scroll_table_style.bottom_cell_padding = 3
-- Draw the warp cooldown progress bar
local warp_timer_element = warp_timer(container)
-- Change the progress of the warp timer
local timer = PlayerCooldown:get(player)
if timer > 0 then
warp_timer_element.tooltip = { "warp-list.timer-tooltip", math.floor(timer / config.update_smoothing) }
warp_timer_element.value = 1 - (timer / config.update_smoothing / config.cooldown_duration)
else
warp_timer_element.tooltip = { "warp-list.timer-tooltip-zero", config.cooldown_duration }
warp_timer_element.value = 1
end
-- Add any existing warps
update_all_warps(player, scroll_table)
-- Return the external container
return container.parent
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(warp_list_container, false)
Gui.toolbar.create_button{
name = "warp_list_toggle",
left_element = warp_list_container,
sprite = config.default_icon.type .. "/" .. config.default_icon.name,
tooltip = { "warp-list.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/warp-list")
end
}:on_click(function(def, player, element)
-- Set gui keep open state for player that clicked the button: true if visible, false if invisible
keep_gui_open[player.name] = Gui.toolbar.get_button_toggled_state(def, player)
end)
--- When the name of a warp is updated this is triggered
Warps.on_update(function(_, warp, old_warp)
-- Get the force to update, warp is nil when removed
if warp then
update_all_warp_force(game.forces[warp.force_name])
else
update_all_warp_force(game.forces[old_warp.force_name])
end
end)
--- When the player leaves or enters range of a warp this is triggered
PlayerInRange:on_update(function(player_name, warp_id)
local player = game.players[player_name]
-- Change if the frame is visible based on if the player is in range
if not keep_gui_open[player.name] then
Gui.toolbar.set_left_element_visible_state(warp_list_container, player, warp_id ~= nil)
end
update_all_warp_elements(player, nil, warp_id)
end)
--- Update the warp cooldown progress bars to match the current cooldown
PlayerCooldown:on_update(function(player_name, player_cooldown)
-- Get the progress bar element
local player = game.players[player_name]
local container = Gui.get_left_element(warp_list_container, player)
local warp_timer_element = container.frame[warp_timer.name]
-- Set the progress
if player_cooldown and player_cooldown > 0 then
warp_timer_element.tooltip = { "warp-list.timer-tooltip", math.floor(player_cooldown / config.update_smoothing) }
warp_timer_element.value = 1 - (player_cooldown / config.update_smoothing / config.cooldown_duration)
else
warp_timer_element.tooltip = { "warp-list.timer-tooltip-zero", config.cooldown_duration }
warp_timer_element.value = 1
end
-- Trigger update of buttons if cooldown is now 0
if player_cooldown == 0 then
update_all_warp_elements(player, player_cooldown, nil)
end
end)
--- Handles updating the timer and checking distance from a warp
local r2 = config.standard_proximity_radius ^ 2
local rs2 = config.spawn_proximity_radius ^ 2
local mr2 = config.minimum_distance ^ 2
Event.on_nth_tick(math.floor(60 / config.update_smoothing), function()
PlayerCooldown:update_all(function(_, player_cooldown)
if player_cooldown > 0 then return player_cooldown - 1 end
end)
local force_warps = {}
local warps = {}
for _, player in pairs(game.connected_players) do
local was_in_range = PlayerInRange:get(player)
-- Get the ids of all the warps on the players force
local force_name = player.force.name
local warp_ids = force_warps[force_name]
if not warp_ids then
warp_ids = Warps.get_force_warp_ids(force_name)
force_warps[force_name] = warp_ids
end
-- Check if the force has any warps
local closest_warp = nil
local closest_distance = nil
if #warp_ids > 0 then
local surface = player.surface
local pos = player.physical_position
local px, py = pos.x, pos.y
-- Loop over each warp
for _, warp_id in ipairs(warp_ids) do
-- Check if warp id is cached
local warp = warps[warp_id]
if not warp then
warp = Warps.get_warp(warp_id)
warps[warp_id] = warp
end
-- Check if the player is within range
local warp_pos = warp.position
if warp.surface == surface then
local dx, dy = px - warp_pos.x, py - warp_pos.y
local dist = (dx * dx) + (dy * dy)
if closest_distance == nil or dist < closest_distance then
closest_warp = warp
closest_distance = dist
if dist < r2 then break end
end
end
end
-- Check the dist to the closest warp
local in_range = closest_warp ~= nil and (closest_warp.warp_id == warp_ids.spawn and closest_distance < rs2 or closest_distance < r2)
if was_in_range and not in_range then
PlayerInRange:set(player, nil)
elseif not was_in_range and in_range then
--- @cast closest_warp -nil
PlayerInRange:set(player, closest_warp.warp_id)
end
-- Change the enabled state of the add warp button
local container = Gui.get_left_element(warp_list_container, player)
local add_warp_element = container.frame.header.flow[add_new_warp.name]
local old_closest_warp_name = add_warp_element.tooltip[2] or closest_warp and closest_warp.name
local was_able_to_make_warp = add_warp_element.enabled
local can_make_warp = closest_distance == nil or closest_distance > mr2
if can_make_warp and not was_able_to_make_warp then
add_warp_element.enabled = true
add_warp_element.tooltip = { "warp-list.add-tooltip" }
elseif not can_make_warp and was_able_to_make_warp or closest_warp and (old_closest_warp_name ~= closest_warp.name) then
--- @cast closest_warp -nil
add_warp_element.enabled = false
add_warp_element.tooltip = { "warp-list.too-close", closest_warp.name }
end
end
end
end)
--- When a player is created make sure that there is a spawn warp created
Event.add(defines.events.on_player_created, function(event)
-- If the force has no spawn then make a spawn warp
local player = game.players[event.player_index]
local force = player.force
local spawn_id = Warps.get_spawn_warp_id(force.name)
if not spawn_id then
local spawn_position = force.get_spawn_position(player.surface)
spawn_id = Warps.add_warp(force.name, player.surface, spawn_position, nil, "Spawn")
Warps.set_spawn_warp(spawn_id, force)
Warps.make_warp_tag(spawn_id)
local entities = player.surface.find_entities_filtered{ type = "electric-pole", position = spawn_position, radius = 20, limit = 1 }
if entities and entities[1] then
local warp = Warps.get_warp(spawn_id)
warp.electric_pole = entities[1]
end
end
end)
--- Update the warps when the player joins
Event.add(defines.events.on_player_joined_game, function(event)
local player = game.players[event.player_index]
local container = Gui.get_left_element(warp_list_container, player)
local scroll_table = container.frame.scroll.table
update_all_warps(player, scroll_table)
end)
--- Makes sure the right buttons are present when roles change
local function role_update_event(event)
local player = game.players[event.player_index]
local frame = Gui.get_left_element(warp_list_container, player).frame
-- Check if user has permission to add warps
local allow_add_warp = check_player_permissions(player, "allow_add_warp")
-- Update container size depending on whether the player is allowed to add warps
frame.parent.style.width = allow_add_warp and 268 or 220
-- Update the warps, in case the user can now edit them
local scroll_table = frame.scroll.table
update_all_warps(player, scroll_table)
-- Update the new warp button in case the user can now add them
local add_new_warp_element = frame.header.flow[add_new_warp.name]
add_new_warp_element.visible = allow_add_warp
end
Event.add(Roles.events.on_role_assigned, role_update_event)
Event.add(Roles.events.on_role_unassigned, role_update_event)
--- When a chart tag is removed or edited make sure it is not one that belongs to a warp
local function maintain_tag(event)
if not event.player_index then return end
local tag = event.tag
local force_name = event.force.name
local warp_ids = Warps.get_force_warp_ids(force_name)
for _, warp_id in pairs(warp_ids) do
local warp = Warps.get_warp(warp_id)
local warp_tag = warp.tag
if not warp_tag or not warp_tag.valid or warp_tag == tag then
if event.name == defines.events.on_chart_tag_removed then
warp.tag = nil
end
Warps.make_warp_tag(warp_id)
end
end
end
Event.add(defines.events.on_chart_tag_modified, maintain_tag)
Event.add(defines.events.on_chart_tag_removed, maintain_tag)