Files
factorio-scenario-ExpCluster/modules/gui/module.lua
PHIDIAS a81f902769 Docs (#272)
* Update vlayer.lua

* Update waterfill.lua

* Update playerdata.lua

* Update surveillance.lua

* Update research.lua

* Update module.lua

* Update waterfill.lua

* Update vlayer.lua
2024-01-20 17:27:57 +00:00

230 lines
7.9 KiB
Lua

---- module inserter
-- @gui Module
local Gui = require 'expcore.gui' --- @dep expcore.gui
local Event = require 'utils.event' --- @dep utils.event
local Roles = require 'expcore.roles' --- @dep expcore.roles
local config = require 'config.module' --- @dep config.module
local Selection = require 'modules.control.selection' --- @dep modules.control.selection
local SelectionModuleArea = 'ModuleArea'
--- align an aabb to the grid by expanding it
local function aabb_align_expand(aabb)
return {
left_top = {x = math.floor(aabb.left_top.x), y = math.floor(aabb.left_top.y)},
right_bottom = {x = math.ceil(aabb.right_bottom.x), y = math.ceil(aabb.right_bottom.y)}
}
end
local module_container
local machine_name = {}
for k, _ in pairs(config.machine) do
table.insert(machine_name, k)
end
local elem_filter = {
name = {{
filter = 'name',
name = machine_name
}},
normal = {{
filter = 'type',
type = 'module'
}},
prod = {{
filter = 'type',
type = 'module'
}, {
filter = 'name',
name = 'productivity',
invert = true
}}
}
local function clear_module(player, area, machine)
for _, entity in pairs(player.surface.find_entities_filtered{area=area, name=machine, force=player.force}) do
for _, r in pairs(player.surface.find_entities_filtered{position=entity.position, name='item-request-proxy', force=player.force}) do
if r ~= nil then
r.destroy{raise_destroy=true}
end
end
local m_current_module = entity.get_module_inventory()
if m_current_module ~= nil then
local m_current_module_content = m_current_module.get_contents()
if m_current_module_content ~= nil then
for k, m in pairs(m_current_module_content) do
player.surface.spill_item_stack(entity.bounding_box.left_top, {name=k, count=m}, true, player.force, false)
end
end
m_current_module.clear()
end
end
end
local function apply_module(player, area, machine, modules)
for _, entity in pairs(player.surface.find_entities_filtered{area=area, name=machine, force=player.force}) do
if config.machine_craft[machine] then
local m_current_recipe = entity.get_recipe()
if m_current_recipe ~= nil then
if config.module_allowed[m_current_recipe.name] then
entity.surface.create_entity{name='item-request-proxy', target=entity, position=entity.position, force=entity.force, modules=modules}
entity.last_user = player
else
for k in pairs(modules) do
if k:find('productivity') then
modules[k:gsub('productivity', 'effectivity')] = modules[k]
modules[k] = nil
end
end
entity.surface.create_entity{name='item-request-proxy', target=entity, position=entity.position, force=entity.force, modules=modules}
entity.last_user = player
end
else
entity.surface.create_entity{name='item-request-proxy', target=entity, position=entity.position, force=entity.force, modules=modules}
entity.last_user = player
end
else
entity.surface.create_entity{name='item-request-proxy', target=entity, position=entity.position, force=entity.force, modules=modules}
entity.last_user = player
end
end
end
--- when an area is selected to add protection to the area
Selection.on_selection(SelectionModuleArea, function(event)
local area = aabb_align_expand(event.area)
local player = game.get_player(event.player_index)
if player == nil then
return
end
local frame = Gui.get_left_element(player, module_container)
for i=1, config.default_module_row_count do
local m_machine = frame.container.scroll.table['module_mm_' .. i .. '_0'].elem_value
if m_machine ~= nil then
local m_module = {}
for j=1, config.module_slot_max do
local mmo = frame.container.scroll.table['module_mm_' .. i .. '_' .. j].elem_value
if mmo ~= nil then
if m_module[mmo] == nil then
m_module[mmo] = 1
else
m_module[mmo] = m_module[mmo] + 1
end
end
end
if m_module ~= nil then
clear_module(player, area, m_machine)
apply_module(player, area, m_machine, m_module)
end
end
end
end)
local function row_set(player, element)
local frame = Gui.get_left_element(player, module_container)
if frame.container.scroll.table[element .. '0'].elem_value ~= nil then
for i=1, config.module_slot_max do
if i <= game.entity_prototypes[frame.container.scroll.table[element .. '0'].elem_value].module_inventory_size then
frame.container.scroll.table[element .. i].enabled = true
frame.container.scroll.table[element .. i].elem_value = config.machine[frame.container.scroll.table[element .. '0'].elem_value]
else
frame.container.scroll.table[element .. i].enabled = false
frame.container.scroll.table[element .. i].elem_value = nil
end
frame.container.scroll.table[element .. i].elem_filters = elem_filter.normal
end
else
local mf = elem_filter.normal
if config.machine_prod_disallow[element.elem_value] ~= nil then
if config.machine_prod_disallow[element.elem_value] then
mf = elem_filter.prod
end
end
for i=1, config.module_slot_max do
frame.container.scroll.table[element .. i].enabled = true
frame.container.scroll.table[element .. i].elem_filters = mf
frame.container.scroll.table[element .. i].elem_value = nil
end
end
end
local button_apply =
Gui.element{
type = 'button',
caption = 'Apply',
style = 'button'
}:on_click(function(player)
if Selection.is_selecting(player, SelectionModuleArea) then
Selection.stop(player)
else
Selection.start(player, SelectionModuleArea)
end
end)
module_container =
Gui.element(function(definition, parent)
local container = Gui.container(parent, definition.name, (config.module_slot_max + 2) * 36)
Gui.header(container, 'Module Inserter', '', true)
local scroll_table = Gui.scroll_table(container, (config.module_slot_max + 2) * 36, config.module_slot_max + 1)
for i=1, config.default_module_row_count do
scroll_table.add{
name = 'module_mm_' .. i .. '_0',
type = 'choose-elem-button',
elem_type = 'entity',
elem_filters = elem_filter.name,
style = 'slot_button'
}
for j=1, config.module_slot_max do
scroll_table.add{
name = 'module_mm_' .. i .. '_' .. j,
type = 'choose-elem-button',
elem_type = 'item',
elem_filters = elem_filter.normal,
style = 'slot_button'
}
end
end
button_apply(container)
return container.parent
end)
:static_name(Gui.unique_static_name)
:add_to_left_flow()
Gui.left_toolbar_button('item/productivity-module-3', {'module.main-tooltip'}, module_container, function(player)
return Roles.player_allowed(player, 'gui/module')
end)
Event.add(defines.events.on_gui_elem_changed, function(event)
if event.element.name:sub(1, 10) == 'module_mm_' then
if event.element.name:sub(-1) == '0' then
row_set(game.players[event.player_index], 'module_mm_' .. event.element.name:sub(-3):sub(1, 1) .. '_')
end
end
end)