Files
factorio-scenario-ExpCluster/modules/gui/warp-list.lua
Cooldude2606 4753922fb7 Bug fixes
2019-08-09 18:36:23 +01:00

551 lines
18 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 Gui = require 'expcore.gui' --- @dep expcore.gui
local Store = require 'expcore.store' --- @dep expcore.store
local Global = require 'utils.global' --- @dep utils.global
local Event = require 'utils.event' --- @dep utils.event
local Game = require 'utils.game' --- @dep utils.game
local Roles = require 'expcore.roles' --- @dep expcore.roles
local Colors = require 'resources.color_presets' --- @dep resources.color_presets
local config = require 'config.warps' --- @dep config.warps
local format_time,table_keys = ext_require('expcore.common','format_time','table_keys') --- @dep expcore.common
local Warps = require 'modules.control.warps' --- @dep modules.control.warps
local warp_player_in_range_store = 'gui.left.warps.in_range'
local keep_open = {}
Global.register(keep_open,function(tbl)
keep_open = tbl
end)
--- Returns if a player is allowed to edit the given warp
local function player_allowed_edit(player,warp_id)
if warp_id then
local details = Warps.get_details(warp_id)
local warps = Warps.get_warps(player.force.name)
if warps.spawn == warp_id then
return false
end
if config.user_can_edit_own_warps and details.last_edit_player == player.name then
return true
end
else
if config.any_user_can_add_new_warp then
return true
end
end
if config.only_admins_can_edit and not player.admin then
return false
end
if config.edit_warps_role_permission and not Roles.player_allowed(player,config.edit_warps_role_permission) then
return false
end
return true
end
--- Used on the name label to allow zoom to map
-- @element zoom_to_map
local zoom_to_map_name = Gui.uid_name()
Gui.on_click(zoom_to_map_name,function(event)
local warp_id = event.element.parent.name
local warp = Warps.get_details(warp_id)
local position = warp.position
event.player.zoom_to_world(position,1.5)
end)
--- This timer controls when a player is able to warp, eg every 60 seconds
-- @element warp_timer
local warp_timer =
Gui.new_progressbar()
:set_tooltip{'warp-list.timer-tooltip',config.recharge_time}
:set_default_maximum(math.floor(config.recharge_time*config.update_smoothing))
:add_store(Gui.categorize_by_player)
:set_style(nil,function(style)
style.horizontally_stretchable = true
style.color = Colors.light_blue
end)
:on_store_complete(function(player_name,reset)
-- this is to force an update of the button
local in_range = Store.get(warp_player_in_range_store,player_name)
Store.set(warp_player_in_range_store,player_name,in_range)
end)
--- When the button is clicked it will teleport the player
-- @element goto_warp
local goto_warp =
Gui.new_button()
:set_sprites('item/'..config.default_icon)
:set_tooltip{'warp-list.goto-tooltip',0,0}
:set_style('quick_bar_slot_button',function(style)
style.height = 32
style.width = 32
end)
:on_click(function(player,element)
local warp_id = element.parent.caption
Warps.teleport_player(warp_id,player)
if config.bypass_warp_limits_permision and not Roles.player_allowed(player,config.bypass_warp_limits_permision) then
warp_timer:set_store(player.name,0)
-- this is to force an update of the buttons
local in_range = Store.get(warp_player_in_range_store,player.name)
Store.set(warp_player_in_range_store,player.name,in_range)
end
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.new_button()
:set_sprites('utility/add')
:set_tooltip{'warp-list.add-tooltip'}
:set_style('tool_button',function(style)
Gui.set_padding_style(style,-2,-2,-2,-2)
style.height = 20
style.width = 20
end)
:on_click(function(player,element)
local position = player.position
local px = position.x
local py = position.y
local dist2 = config.minimum_distance^2
local warps = Warps.get_all_warps()
for warp_id,warp in pairs(warps) do
local pos = warp.position
if (posx-pos.x)^2+(posy-pos.y)^2 < dist2 then
local warp_name = Warps.get_warp_name(warp_id)
player.print{'warp-list.too-close',warp_name}
return
end
end
Warps.new_warp(player.force.name,player.surface,position,player.name)
end)
--- Confirms the edit to name or icon of the warp
-- @element confirm_edit
local confirm_edit =
Gui.new_button()
:set_sprites('utility/downloaded')
:set_tooltip{'warp-list.confirm-tooltip'}
:set_style('tool_button',function(style)
Gui.set_padding_style(style,-2,-2,-2,-2)
style.height = 20
style.width = 20
end)
:on_click(function(player,element)
local warp_id = element.parent.name
local warp_name = element.parent.warp.text
local warp_icon = element.parent.parent['icon-'..warp_id].icon.elem_value
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
local generate_warp
local cancel_edit =
Gui.new_button()
:set_sprites('utility/close_black')
:set_tooltip{'warp-list.cancel-tooltip'}
:set_style('tool_button',function(style)
Gui.set_padding_style(style,-2,-2,-2,-2)
style.height = 20
style.width = 20
end)
:on_click(function(player,element)
local warp_id = element.parent.name
Warps.set_editing(warp_id,player.name)
generate_warp(player,element.parent.parent,warp_id)
end)
--- Removes a warp from the list, including the physical area and map tag
-- @element discard_warp
local discard_warp =
Gui.new_button()
:set_sprites('utility/trash')
:set_tooltip{'warp-list.discard-tooltip'}
:set_style('tool_button',function(style)
Gui.set_padding_style(style,-2,-2,-2,-2)
style.height = 20
style.width = 20
end)
:on_click(function(player,element)
local warp_id = element.parent.name
Warps.remove_warp(warp_id)
end)
--- Opens edit mode for the warp
-- @element edit_warp
local edit_warp =
Gui.new_button()
:set_sprites('utility/rename_icon_normal')
:set_tooltip{'warp-list.edit-tooltip-none'}
:set_style('tool_button',function(style)
Gui.set_padding_style(style,-2,-2,-2,-2)
style.height = 20
style.width = 20
end)
:on_click(function(player,element)
local warp_id = element.parent.name
Warps.set_editing(warp_id,player.name,true)
generate_warp(player,element.parent.parent.parent,warp_id)
end)
--[[ Generates each warp, handles both view and edit mode
element
> icon-"warp_id"
>> goto_warp or icon
> "warp_id"
>> warp
>> cancel_edit (edit mode)
>> confirm_edit (edit mode)
> edit-"warp_id"
>> "warp_id"
>>> edit_warp
>>> discard_warp
]]
function generate_warp(player,element,warp_id)
local warp_name = Warps.get_warp_name(warp_id)
local warp_icon = Warps.get_warp_icon(warp_id)
local warp = Warps.get_details(warp_id)
local editing = Warps.is_editing(warp_id,player.name)
local last_edit_player = warp.last_edit_player
local last_edit_time = warp.last_edit_time
local position = warp.position
if not warp_name then
-- warp is nil so remove it from the list
Gui.destroy_if_valid(element['icon-'..warp_id])
Gui.destroy_if_valid(element['edit-'..warp_id])
Gui.destroy_if_valid(element[warp_id])
else
-- if it is not already present then add it now
local warp_area = element[warp_id]
local icon_area = element['icon-'..warp_id]
if not warp_area then
-- area to store the warp icon
icon_area =
element.add{
name='icon-'..warp_id,
type='flow',
caption=warp_id
}
Gui.set_padding(icon_area)
-- area which stores the warp and buttons
warp_area =
element.add{
name=warp_id,
type='flow',
}
Gui.set_padding(warp_area)
-- if the player can edit then it adds the edit and delete button
local flow = Gui.create_alignment(element,'edit-'..warp_id)
local sub_flow = flow.add{type='flow',name=warp_id}
edit_warp(sub_flow)
discard_warp(sub_flow)
end
local edit_area = element['edit-'..warp_id][warp_id]
local players = warp.editing and table_keys(warp.editing) or {}
local allowed = player_allowed_edit(player,warp_id)
edit_area.visible = allowed
if #players > 0 then
edit_area[edit_warp.name].tooltip = {'warp-list.edit-tooltip',table.concat(players,', ')}
else
edit_area[edit_warp.name].tooltip = {'warp-list.edit-tooltip-none'}
end
-- draws/updates the warp area
local label_element = warp_area.warp or warp_area[zoom_to_map_name] or nil
local element_type = label_element and label_element.type or nil
if not editing and element_type == 'label' then
-- update the label already present
label_element.caption = warp_name
label_element.tooltip = {'warp-list.last-edit',last_edit_player,format_time(last_edit_time)}
icon_area[goto_warp.name].sprite = 'item/'..warp_icon
elseif not editing then
-- create the label, view mode
if edit_area then
edit_area[edit_warp.name].enabled = true
end
-- redraws the icon for the warp
icon_area.clear()
local btn = goto_warp(icon_area)
btn.sprite = 'item/'..warp_icon
btn.tooltip = {'warp-list.goto-tooltip',position.x,position.y}
local timer = warp_timer:get_store(player.name)
local enabled = not timer and Store.get(warp_player_in_range_store,player.name)
or Roles.player_allowed(player,config.bypass_warp_limits_permission)
if not enabled then
btn.enabled = false
btn.tooltip = {'warp-list.goto-disabled'}
end
-- redraws the label for the warp name
warp_area.clear()
local label =
warp_area.add{
name=zoom_to_map_name,
type='label',
caption=warp_name,
tooltip={'warp-list.last-edit',last_edit_player,format_time(last_edit_time)}
}
label.style.single_line = false
label.style.maximal_width = 150
elseif editing and element_type ~= 'textfield' then
-- create the text field, edit mode, update it omitted as value is being edited
if edit_area then
edit_area[edit_warp.name].enabled = false
end
-- redraws the icon for the warp and allows selection
icon_area.clear()
local btn =
icon_area.add{
name='icon',
type='choose-elem-button',
elem_type='item',
item=warp_icon,
tooltip={'warp-list.goto-edit'},
}
btn.style.height = 32
btn.style.width = 32
-- redraws the label for the warp name and allows editing
warp_area.clear()
local entry =
warp_area.add{
name='warp',
type='textfield',
text=warp_name
}
entry.style.maximal_width = 150
entry.style.height = 20
cancel_edit(warp_area)
confirm_edit(warp_area)
end
end
end
--[[ generates the main gui structure
element
> container
>> header
>>> right aligned add_new_warp
>> scroll
>>> table
>> warp_timer
]]
local function generate_container(player,element)
Gui.set_padding(element,2,2,2,2)
element.style.minimal_width = 200
-- main container which contains the other elements
local container =
element.add{
name='container',
type='frame',
direction='vertical',
style='window_content_frame_packed'
}
Gui.set_padding(container)
container.style.vertically_stretchable = false
-- main header for the gui
local header_area = Gui.create_header(
container,
{'warp-list.main-caption'},
{'warp-list.sub-tooltip',config.recharge_time,config.activation_range},
true
)
--- Right aligned button to toggle the section
if player_allowed_edit(player) then
add_new_warp(header_area)
end
-- table that stores all the data
local flow_table = Gui.create_scroll_table(container,3,258)
flow_table.style.top_cell_padding = 3
flow_table.style.bottom_cell_padding = 3
warp_timer(container)
return flow_table
end
--- Registers the warp list
-- @element warp_list
local warp_list =
Gui.new_left_frame('gui/warp-list')
:set_sprites('item/'..config.default_icon)
:set_tooltip{'warp-list.main-tooltip',config.activation_range}
:set_direction('vertical')
:on_creation(function(player,element)
local data_table = generate_container(player,element)
local warps = Warps.get_warps(player.force.name)
for key,warp_id in pairs(warps) do
if key ~= 'spawn' then
generate_warp(player,data_table,warp_id)
end
end
end)
:on_update(function(player,element)
local data_table = element.container.scroll.table
local warps = Warps.get_warps(player.force.name)
data_table.clear()
for key,warp_id in pairs(warps) do
if key ~= 'spawn' then
generate_warp(player,data_table,warp_id)
end
end
end)
:on_player_toggle(function(player,element,visible)
keep_open[player.name] = visible
end)
--- When the name of a warp is updated this is triggered
Warps.add_handler(function(force,warp_id)
for _,player in pairs(force.players) do
warp_list:update(player)
end
end)
--- When the player leaves or enters range of a warp this is triggered
Store.register(warp_player_in_range_store,function(value,player_name)
local player = game.players[player_name]
local force = player.force
local frame = warp_list:get_frame(player_name)
local table_area = frame.container.scroll.table
local timer = warp_timer:get_store(player_name)
local state = not timer and value
if not keep_open[player.name] then
Gui.toggle_left_frame(warp_list.name,player,value)
end
if Roles.player_allowed(player,config.bypass_warp_limits_permission) then
return
end
local warps = Warps.get_warps(force.name)
for _,warp_id in pairs(warps) do
local element = table_area['icon-'..warp_id][goto_warp.name]
if element and element.valid then
element.enabled = state
if state then
local position = Warps.get_details(warp_id).position
element.tooltip = {'warp-list.goto-tooltip',position.x,position.y}
else
element.tooltip = {'warp-list.goto-disabled'}
end
end
end
end)
--- Handles updating the timer and checking distance from a warp
local r2 = config.activation_range^2
local rs2 = config.spawn_activation_range^2
Event.on_nth_tick(math.floor(60/config.update_smoothing),function()
local categories = Store.get_children(warp_timer.store)
for _,category in pairs(categories) do
warp_timer:increment(1,category)
end
for _,player in pairs(game.connected_players) do
local was_in_range = Store.get(warp_player_in_range_store,player.name)
local force = player.force
local warps = Warps.get_warps(force.name)
if #warps > 0 then
local surface = player.surface.index
local pos = player.position
local px,py = pos.x,pos.y
for _,warp_id in pairs(warps) do
local warp = Warps.get_details(warp_id)
local warp_pos = warp.position
if warp.surface.index == surface then
local dx,dy = px-warp_pos.x,py-warp_pos.y
if not warp.editing and (dx*dx)+(dy*dy) < rs2 or (dx*dx)+(dy*dy) < r2 then
if not was_in_range then
Store.set(warp_player_in_range_store,player.name,true)
end
return
end
end
end
if was_in_range then
Store.set(warp_player_in_range_store,player.name,false)
end
end
end
end)
--- When a player is created it will set them being in range to false to stop warping on join
Event.add(defines.events.on_player_created,function(event)
local player = Game.get_player_by_index(event.player_index)
local allowed = config.bypass_warp_limits_permission and Roles.player_allowed(player,config.bypass_warp_limits_permission) or false
Store.set(warp_player_in_range_store,player.name,allowed)
if allowed then
warp_timer:set_store(player.name,1)
end
local force = player.force
local spawn_position = force.get_spawn_position(player.surface)
Warps.new_warp(force.name,player.surface,spawn_position,nil,'Spawn',true,true)
end)
local function maintain_tag(event)
local tag = event.tag
local force = event.force
local warps = Warps.get_warps(force.name)
for _,warp_id in pairs(warps) do
local warp = Warps.get_warps(force.name)
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_chart_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)
return warp_list