mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 19:45:22 +09:00
673 lines
24 KiB
Lua
673 lines
24 KiB
Lua
--[[-- Gui Module - Warp List
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- Adds a warp list gui which allows players to add and remove warp points
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@gui Warps-List
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@alias warp_list
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]]
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local Gui = require 'expcore.gui' --- @dep expcore.gui
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local Store = require 'expcore.store' --- @dep expcore.store
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local Global = require 'utils.global' --- @dep utils.global
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local Event = require 'utils.event' --- @dep utils.event
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local Game = require 'utils.game' --- @dep utils.game
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local Roles = require 'expcore.roles' --- @dep expcore.roles
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local Colors = require 'resources.color_presets' --- @dep resources.color_presets
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local config = require 'config.warps' --- @dep config.warps
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local format_time,table_keys = ext_require('expcore.common','format_time','table_keys') --- @dep expcore.common
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local Warps = require 'modules.control.warps' --- @dep modules.control.warps
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-- Stores a boolean value indexed by player name
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local player_in_range_store = Store.register(function(player)
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return player.name
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end)
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-- Stores the time remaing for a players warp cooldown
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local player_warp_cooldown_store = Store.register(function(player)
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return player.name
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end)
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-- Table that stores a boolean value of weather to keep the warp gui open
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local keep_gui_open = {}
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Global.register(keep_gui_open,function(tbl)
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keep_gui_open = tbl
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end)
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-- Styles used for sprite buttons
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local Styles = {
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sprite20 = Gui.sprite_style(20),
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sprite22 = Gui.sprite_style(20, nil, { right_margin = -3 }),
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sprite32 = { height = 32, width = 32, left_margin = 1 }
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}
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--- Returns if a player is allowed to edit the given warp
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--- If a player is allowed to use the edit buttons
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local function check_player_permissions(player,action,warp)
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-- Check if the action is allow edit and then check bypass settings
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if action == 'allow_edit_warp' then
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-- Check if the warp is the spawn then it cant be edited
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local spawn_id = Warps.get_spawn_warp_id(player.force.name)
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if spawn_id == warp.warp_id then
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return false
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end
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-- Check if the player being the last to edit will override existing permisisons
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if config.user_can_edit_own_warps and warp.last_edit_name == player.name then
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return true
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end
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end
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-- Check player has permisison based on value in the config
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local action_config = config[action]
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if action_config == 'all' then
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return true
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elseif action_config == 'admin' then
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return player.admin
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elseif action_config == 'expcore.roles' then
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return Roles.player_allowed(player,config['expcore_roles_'..action])
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end
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-- Return false as all other condidtions have not been met
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return false
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end
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--- Will add a new warp to the list, checks if the player is too close to an existing one
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-- @element add_new_warp
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local add_new_warp =
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Gui.element{
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type = 'sprite-button',
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sprite = 'utility/add',
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tooltip = {'warp-list.add-tooltip'},
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style = 'tool_button'
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}
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:style(Styles.sprite20)
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:on_click(function(player,_)
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-- Add the new warp
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local force_name = player.force.name
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local surface = player.surface
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local position = player.position
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local warp_id = Warps.add_warp(force_name,surface,position,player.name)
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Warps.make_warp_tag(warp_id)
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Warps.make_warp_area(warp_id)
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end)
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--- Removes a warp from the list, including the physical area and map tag
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-- @element discard_warp
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local discard_warp =
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Gui.element{
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type = 'sprite-button',
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sprite = 'utility/trash',
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tooltip = {'warp-list.discard-tooltip'},
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style = 'tool_button'
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}
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:style(Styles.sprite20)
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:on_click(function(_,element)
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local warp_id = element.parent.name:sub(6)
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Warps.remove_warp(warp_id)
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end)
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--- Opens edit mode for the warp
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-- @element edit_warp
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local edit_warp =
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Gui.element{
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type = 'sprite-button',
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sprite = 'utility/rename_icon_normal',
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tooltip = {'warp-list.edit-tooltip-none'},
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style = 'tool_button'
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}
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:style(Styles.sprite20)
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:on_click(function(player,element)
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local warp_id = element.parent.name:sub(6)
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Warps.set_editing(warp_id,player.name,true)
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end)
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--- Set of three elements which make up each row of the warp table
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-- @element add_warp_base
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local add_warp_base =
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Gui.element(function(_,parent,warp_id)
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-- Add the icon flow
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local icon_flow =
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parent.add{
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name = 'icon-'..warp_id,
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type = 'flow',
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caption = warp_id
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}
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icon_flow.style.padding = 0
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-- Add a flow which will contain the warp name and edit buttons
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local warp_flow = parent.add{ type = 'flow', name = warp_id }
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warp_flow.style.padding = 0
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-- Add the two edit buttons outside the warp flow
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local edit_flow = Gui.alignment(parent,'edit-'..warp_id)
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edit_warp(edit_flow)
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discard_warp(edit_flow)
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-- Return the warp flow as the main element
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return warp_flow
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end)
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-- Removes the three elements that are added as part of the warp base
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local function remove_warp_base(parent,warp_id)
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Gui.destroy_if_valid(parent['icon-'..warp_id])
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Gui.destroy_if_valid(parent['edit-'..warp_id])
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Gui.destroy_if_valid(parent[warp_id])
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end
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--- Confirms the edit to name or icon of the warp
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-- @element confirm_edit
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local warp_editing
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local warp_icon_button
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local confirm_edit =
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Gui.element{
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type = 'sprite-button',
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sprite = 'utility/downloaded',
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tooltip = {'warp-list.confirm-tooltip'},
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style = 'shortcut_bar_button_green'
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}
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:style(Styles.sprite22)
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:on_click(function(player,element)
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local warp_id = element.parent.name
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local warp_name = element.parent[warp_editing.name].text
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local warp_icon = element.parent.parent['icon-'..warp_id][warp_icon_button.name].elem_value
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Warps.set_editing(warp_id,player.name)
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Warps.update_warp(warp_id,warp_name,warp_icon,player.name)
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end)
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--- Cancels the editing changes of the selected warp name or icon
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-- @element cancel_edit
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local cancel_edit =
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Gui.element{
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type = 'sprite-button',
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sprite = 'utility/close_black',
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tooltip = {'warp-list.cancel-tooltip'},
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style = 'shortcut_bar_button_red'
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}
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:style(Styles.sprite22)
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:on_click(function(player,element)
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local warp_id = element.parent.name
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Warps.set_editing(warp_id,player.name)
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end)
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--- Editing state for a warp, contrins a text field and the two edit buttons
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-- @element warp_editing
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warp_editing =
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Gui.element(function(event_trigger,parent,warp)
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local name = warp.name
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-- Draw the element
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local element =
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parent.add{
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name = event_trigger,
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type = 'textfield',
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text = name,
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clear_and_focus_on_right_click = true
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}
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-- Add the edit buttons
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cancel_edit(parent)
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confirm_edit(parent)
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-- Return the element
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return element
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end)
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:style{
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maximal_width = 110,
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height = 20
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}
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:on_confirmed(function(player,element,_)
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local warp_id = element.parent.name
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local warp_name = element.text
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local warp_icon = element.parent.parent['icon-'..warp_id][warp_icon_button.name].elem_value
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Warps.set_editing(warp_id,player.name)
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Warps.update_warp(warp_id,warp_name,warp_icon,player.name)
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end)
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--- Default state for a warp, contains only a label with the warp name
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-- @element warp_label
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local warp_label =
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Gui.element(function(event_trigger,parent,warp)
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local last_edit_name = warp.last_edit_name
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local last_edit_time = warp.last_edit_time
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-- Draw the element
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return parent.add{
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name = event_trigger,
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type = 'label',
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caption = warp.name,
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tooltip = {'warp-list.last-edit',last_edit_name,format_time(last_edit_time)}
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}
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end)
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:style{
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single_line = false,
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maximal_width = 150
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}
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:on_click(function(player,element,_)
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local warp_id = element.parent.name
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local warp = Warps.get_warp(warp_id)
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local position = warp.position
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player.zoom_to_world(position,1.5)
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end)
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--- Default state for the warp icon, when pressed teleports the player
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-- @element warp_icon_button
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warp_icon_button =
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Gui.element(function(event_trigger,parent,warp)
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local warp_position = warp.position
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-- Draw the element
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return parent.add{
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name = event_trigger,
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type = 'sprite-button',
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sprite = 'item/'..warp.icon,
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tooltip = {'warp-list.goto-tooltip',warp_position.x,warp_position.y},
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style = 'quick_bar_slot_button'
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}
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end)
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:style(Styles.sprite32)
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:on_click(function(player,element,_)
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if element.type == 'choose-elem-button' then return end
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local warp_id = element.parent.caption
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Warps.teleport_player(warp_id,player)
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-- Reset the warp cooldown if the player does not have unlimited warps
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if not check_player_permissions(player,'bypass_warp_cooldown') then
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Store.set(player_warp_cooldown_store,player,config.cooldown_duraction)
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Store.trigger(player_in_range_store,player)
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end
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end)
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--- Editing state for the warp icon, chose elem used to chosse icon
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-- @element warp_icon_editing
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local warp_icon_editing =
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Gui.element(function(_,parent,warp)
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return parent.add{
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name = warp_icon_button.name,
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type = 'choose-elem-button',
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elem_type = 'item',
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item = warp.icon,
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tooltip = {'warp-list.goto-edit'},
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}
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end)
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:style(Styles.sprite32)
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--- This timer controls when a player is able to warp, eg every 60 seconds
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-- @element warp_timer
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local warp_timer =
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Gui.element{
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type = 'progressbar',
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tooltip = {'warp-list.timer-tooltip',config.cooldown_duraction},
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minimum_value = 0,
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maximum_value = config.cooldown_duraction*config.update_smoothing
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}
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:style{
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horizontally_stretchable = true,
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color = Colors.light_blue
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}
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--- Updates a warp for a player
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local function update_warp(player,warp_table,warp_id)
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local warp = Warps.get_warp(warp_id)
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-- Warp no longer exists so should be removed from the list
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if not warp then
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remove_warp_base(warp_table,warp_id)
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return
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end
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-- Get the warp flow for this warp
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local warp_flow = warp_table[warp_id] or add_warp_base(warp_table,warp_id)
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local icon_flow = warp_table['icon-'..warp_id]
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-- Update the edit flow
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local edit_flow = warp_table['edit-'..warp_id]
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local player_allowed_edit = check_player_permissions(player,'allow_edit_warp',warp)
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local players_editing = table_keys(warp.currently_editing)
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local edit_warp_element = edit_flow[edit_warp.name]
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local discard_warp_element = edit_flow[discard_warp.name]
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edit_warp_element.visible = player_allowed_edit
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discard_warp_element.visible = player_allowed_edit
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if #players_editing > 0 then
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edit_warp_element.hovered_sprite = 'utility/warning_icon'
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edit_warp_element.tooltip = {'warp-list.edit-tooltip',table.concat(players_editing,', ')}
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else
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edit_warp_element.hovered_sprite = edit_warp_element.sprite
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edit_warp_element.tooltip = {'warp-list.edit-tooltip-none'}
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end
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-- Check if the player is was editing and/or currently editing
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local warp_label_element = warp_flow[warp_label.name] or warp_label(warp_flow,warp)
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local icon_entry = icon_flow[warp_icon_button.name] or warp_icon_button(icon_flow,warp)
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local player_was_editing = icon_entry.type == 'choose-elem-button'
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local player_is_editing = warp.currently_editing[player.name]
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-- Update the warp and icon flow
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if not player_was_editing and not player_is_editing then
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-- Update the warp name label and icon
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local warp_name = warp.name
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local warp_icon = warp.icon
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local last_edit_name = warp.last_edit_name
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local last_edit_time = warp.last_edit_time
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warp_label_element.caption = warp_name
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warp_label_element.tooltip = {'warp-list.last-edit',last_edit_name,format_time(last_edit_time)}
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icon_entry.sprite = 'item/'..warp_icon
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elseif player_was_editing and not player_is_editing then
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-- Player was editing but is no longer, remove text field and add label
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edit_warp_element.enabled = true
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warp_flow.clear()
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warp_label(warp_flow,warp)
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icon_flow.clear()
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local warp_icon_element = warp_icon_button(icon_flow,warp)
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local timer = Store.get(player_warp_cooldown_store,player)
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local in_range = Store.get(player_in_range_store,player)
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local apply_proximity = not check_player_permissions(player,'bypass_warp_proximity')
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if (timer and timer > 0) or (apply_proximity and not in_range) then
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warp_icon_element.enabled = false
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warp_icon_element.tooltip = {'warp-list.goto-disabled'}
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end
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elseif not player_was_editing and player_is_editing then
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-- Player was not editing but now is, remove label and add text field
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edit_warp_element.enabled = false
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warp_flow.clear()
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warp_editing(warp_flow,warp).focus()
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warp_table.parent.scroll_to_element(warp_flow,'top-third')
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icon_flow.clear()
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warp_icon_editing(icon_flow,warp)
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end
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end
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-- Update all the warps for a player
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local function update_all_warps(player,warp_table)
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local warp_ids = Warps.get_force_warp_ids(player.force.name)
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if #warp_ids > 0 then
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for _,warp_id in ipairs(warp_ids) do
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update_warp(player,warp_table,warp_id)
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end
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end
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end
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--- Main warp list container for the left flow
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-- @element warp_list_container
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local warp_list_container =
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Gui.element(function(event_trigger,parent)
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-- Draw the internal container
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local container = Gui.container(parent,event_trigger,200)
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-- Draw the header
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local header = Gui.header(
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container,
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{'warp-list.main-caption'},
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{'warp-list.sub-tooltip', config.cooldown_duraction, config.standard_proximity_radius},
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true
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)
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-- Draw the new warp button
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local player = Gui.get_player_from_element(parent)
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local add_new_warp_element = add_new_warp(header)
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add_new_warp_element.visible = check_player_permissions(player,'allow_add_warp')
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-- Draw the scroll table for the warps
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local scroll_table = Gui.scroll_table(container,250,3)
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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.top_cell_padding = 3
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scroll_table_style.bottom_cell_padding = 3
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-- Draw the warp cooldown progress bar
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local warp_timer_element = warp_timer(container)
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-- Change the progress of the warp timer
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local progress = 1
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local timer = Store.get(player_warp_cooldown_store,player)
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if timer and timer > 0 then
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progress = 1 - (timer/config.cooldown_duraction)
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end
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warp_timer_element.value = progress
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-- Add any existing warps
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update_all_warps(player,scroll_table)
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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_to_left_flow()
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--- Button on the top flow used to toggle the warp list container
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-- @element warp_list_toggle
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Gui.left_toolbar_button('item/'..config.default_icon,{'warp-list.main-tooltip',config.standard_proximity_radius},warp_list_container, function(player)
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return Roles.player_allowed(player,'gui/warp-list')
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end)
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:on_custom_event(Gui.events.on_visibility_changed_by_click, function(player,_,event)
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-- Set gui keep open state for player that clicked the button: true if visible, false if invisible
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keep_gui_open[player.name] = event.state
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end)
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--- When the name of a warp is updated this is triggered
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Warps.on_update(function(warp,_,removed_warp)
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-- Get the force to update, warp is nil when removed
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local force
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if warp then
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force = game.forces[warp.force_name]
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else
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force = game.forces[removed_warp.force_name]
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end
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-- Update the gui for selected players
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local warp_ids = Warps.get_force_warp_ids(force.name)
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for _,player in pairs(force.connected_players) do
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local frame = Gui.get_left_element(player,warp_list_container)
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local scroll_table = frame.container.scroll.table
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-- Update the gui
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scroll_table.clear()
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for _,next_warp_id in ipairs(warp_ids) do
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update_warp(player,scroll_table,next_warp_id)
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end
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end
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end)
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--- Update the warps when the player joins
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Event.add(defines.events.on_player_joined_game,function(event)
|
|
local player = game.players[event.player_index]
|
|
local frame = Gui.get_left_element(player,warp_list_container)
|
|
local scroll_table = frame.container.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 container = Gui.get_left_element(player,warp_list_container).container
|
|
|
|
-- Update the warps, incase the user can now edit them
|
|
local scroll_table = container.scroll.table
|
|
update_all_warps(player,scroll_table)
|
|
|
|
-- Update the new warp button incase the user can now add them
|
|
local add_new_warp_element = container.header.alignment[add_new_warp.name]
|
|
add_new_warp_element.visible = check_player_permissions(player,'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 the player leaves or enters range of a warp this is triggered
|
|
Store.watch(player_in_range_store,function(value,player_name)
|
|
local player = game.players[player_name]
|
|
local force = player.force
|
|
|
|
-- Change if the frame is visible based on if the player is in range
|
|
if not keep_gui_open[player.name] then
|
|
Gui.toggle_left_element(player,warp_list_container,value)
|
|
end
|
|
|
|
-- Check if the player requires proximity
|
|
if check_player_permissions(player,'bypass_warp_proximity') then
|
|
return
|
|
end
|
|
|
|
-- Get the warp table
|
|
local frame = Gui.get_left_element(player,warp_list_container)
|
|
local scroll_table = frame.container.scroll.table
|
|
|
|
-- Check if the buttons should be active
|
|
local timer = Store.get(player_warp_cooldown_store,player)
|
|
local button_disabled = timer and timer > 0 or not value
|
|
|
|
-- Change the enabled state of the warp buttons
|
|
local warp_ids = Warps.get_force_warp_ids(force.name)
|
|
for _,warp_id in pairs(warp_ids) do
|
|
local element = scroll_table['icon-'..warp_id][warp_icon_button.name]
|
|
if element and element.valid then
|
|
element.enabled = not button_disabled
|
|
if button_disabled then
|
|
element.tooltip = {'warp-list.goto-disabled'}
|
|
else
|
|
local position = Warps.get_warp(warp_id).position
|
|
element.tooltip = {'warp-list.goto-tooltip',position.x,position.y}
|
|
end
|
|
end
|
|
end
|
|
end)
|
|
|
|
--- Update the warp cooldown progress bars to match the store
|
|
Store.watch(player_warp_cooldown_store,function(value,player_name,old_value)
|
|
if value == old_value then return end
|
|
-- Get the progress bar element
|
|
local player = game.players[player_name]
|
|
local frame = Gui.get_left_element(player,warp_list_container)
|
|
local warp_timer_element = frame.container[warp_timer.name]
|
|
|
|
-- Set the progress
|
|
local progress = 1
|
|
local timer = Store.get(player_warp_cooldown_store,player)
|
|
if timer and timer > 0 then
|
|
progress = 1 - (timer/config.cooldown_duraction)
|
|
end
|
|
warp_timer_element.value = progress
|
|
|
|
-- Trigger update of buttons if cooldown is now 0
|
|
if value == 0 then
|
|
Store.trigger(player_in_range_store,player_name)
|
|
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()
|
|
Store.map(player_warp_cooldown_store,function(value)
|
|
if value > 0 then
|
|
return value - 1
|
|
end
|
|
end)
|
|
|
|
local force_warps = {}
|
|
local warps = {}
|
|
for _,player in pairs(game.connected_players) do
|
|
local was_in_range = Store.get(player_in_range_store,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
|
|
local closest_distance
|
|
if #warp_ids > 0 then
|
|
local surface = player.surface
|
|
local pos = player.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 chached
|
|
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.warp_id == warp_ids.spawn and closest_distance < rs2 or closest_distance < r2
|
|
if was_in_range and not in_range then
|
|
Store.set(player_in_range_store,player,false)
|
|
elseif not was_in_range and in_range then
|
|
Store.set(player_in_range_store,player,true)
|
|
end
|
|
|
|
-- Change the enabled state of the add warp button
|
|
local frame = Gui.get_left_element(player,warp_list_container)
|
|
local add_warp_element = frame.container.header.alignment[add_new_warp.name]
|
|
local was_able_to_make_warp = add_warp_element.enabled
|
|
local can_make_warp = 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 then
|
|
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.get_player_by_index(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)
|
|
Store.trigger(Warps.store,spawn_id)
|
|
Warps.make_warp_tag(spawn_id)
|
|
end
|
|
end)
|
|
|
|
--- 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 wtag = warp.tag
|
|
if not wtag or not wtag.valid or wtag == 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) |