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https://github.com/PHIDIAS0303/ExpCluster.git
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434 lines
15 KiB
Lua
434 lines
15 KiB
Lua
--[[-- Gui Module - Player List
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- Adds a player list to show names and play time; also includes action buttons which can preform actions to players
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@gui Player-List
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@alias player_list
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]]
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-- luacheck:ignore 211/Colors
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local Gui = require("modules.exp_legacy.expcore.gui") --- @dep expcore.gui
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local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
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local Datastore = require("modules.exp_legacy.expcore.datastore") --- @dep expcore.datastore
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local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
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local config = require("modules.exp_legacy.config.gui.player_list_actions") --- @dep config.gui.player_list_actions
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local Colors = require("modules/exp_util/include/color")
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local format_time = _C.format_time --- @dep expcore.common
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--- Stores all data for the warp gui
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local PlayerListData = Datastore.connect('PlayerListData')
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PlayerListData:set_serializer(Datastore.name_serializer)
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local SelectedPlayer = PlayerListData:combine('SelectedPlayer')
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local SelectedAction = PlayerListData:combine('SelectedAction')
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-- Set the config to use these stores
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config.set_datastores(SelectedPlayer, SelectedAction)
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--- Button used to open the action bar
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-- @element open_action_bar
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local open_action_bar =
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Gui.element{
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type = 'sprite-button',
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sprite = 'utility/expand_dots',
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tooltip = {'player-list.open-action-bar'},
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style = 'frame_button',
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name = Gui.unique_static_name
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}
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:style{
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padding = -2,
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width = 8,
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height = 14
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}
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:on_click(function(player, element, _)
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local selected_player_name = element.parent.name
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local old_selected_player_name = SelectedPlayer:get(player)
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if selected_player_name == old_selected_player_name then
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SelectedPlayer:remove(player)
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else
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SelectedPlayer:set(player, selected_player_name)
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end
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end)
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--- Button used to close the action bar
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-- @element close_action_bar
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local close_action_bar =
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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 = {'player-list.close-action-bar'},
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style = 'slot_sized_button_red'
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}
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:style(Gui.sprite_style(30, -1, { top_margin = -1, right_margin = -1 }))
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:on_click(function(player, _)
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SelectedPlayer:remove(player)
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SelectedAction:remove(player)
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end)
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--- Button used to confirm a reason
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-- @element reason_confirm
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local reason_confirm =
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Gui.element{
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type = 'sprite-button',
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sprite = 'utility/confirm_slot',
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tooltip = {'player-list.reason-confirm'},
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style = 'slot_sized_button_green'
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}
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:style(Gui.sprite_style(30, -1, { left_margin = -2, right_margin = -1 }))
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:on_click(function(player, element)
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local reason = element.parent.entry.text
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local action_name = SelectedAction:get(player)
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local reason_callback = config.buttons[action_name].reason_callback
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if reason == nil or not reason:find("%S") then reason = 'no reason given' end
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reason_callback(player, reason)
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SelectedPlayer:remove(player)
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SelectedAction:remove(player)
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element.parent.entry.text = ''
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end)
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--- Set of elements that are used to make up a row of the player table
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-- @element add_player_base
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local add_player_base =
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Gui.element(function(_, parent, player_data)
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-- Add the button to open the action bar
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local toggle_action_bar_flow = parent.add{ type = 'flow', name = player_data.name }
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open_action_bar(toggle_action_bar_flow)
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-- Add the player name
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local player_name = parent.add{
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type = 'label',
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name = 'player-name-'..player_data.index,
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caption = player_data.name,
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tooltip = {'player-list.open-map', player_data.name, player_data.tag, player_data.role_name}
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}
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player_name.style.padding = {0, 2,0, 0}
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player_name.style.font_color = player_data.chat_color
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-- Add the time played label
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local alignment = Gui.alignment(parent, 'player-time-'..player_data.index)
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local time_label = alignment.add{
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name = 'label',
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type = 'label',
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caption = player_data.caption,
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tooltip = player_data.tooltip
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}
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time_label.style.padding = 0
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return player_name
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end)
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:on_click(function(player, element, event)
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local selected_player_name = element.caption
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local selected_player = game.players[selected_player_name]
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if event.button == defines.mouse_button_type.left then
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-- LMB will open the map to the selected player
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local position = selected_player.position
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event.player.zoom_to_world(position, 1.75)
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else
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-- RMB will toggle the settings
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local old_selected_player_name = SelectedPlayer:get(player)
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if selected_player_name == old_selected_player_name then
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SelectedPlayer:remove(player)
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SelectedAction:remove(player)
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else
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SelectedPlayer:set(player, selected_player_name)
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end
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end
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end)
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-- Removes the three elements that are added as part of the base
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local function remove_player_base(parent, player)
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Gui.destroy_if_valid(parent[player.name])
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Gui.destroy_if_valid(parent['player-name-'..player.index])
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Gui.destroy_if_valid(parent['player-time-'..player.index])
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end
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-- Update the time label for a player using there player time data
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local function update_player_base(parent, player_time)
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local time_element = parent[player_time.element_name]
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if time_element and time_element.valid then
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time_element.label.caption = player_time.caption
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time_element.label.tooltip = player_time.tooltip
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end
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end
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--- Adds all the buttons and flows that make up the action bar
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-- @element add_action_bar
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local add_action_bar_buttons =
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Gui.element(function(_, parent)
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close_action_bar(parent)
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-- Loop over all the buttons in the config
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for action_name, button_data in pairs(config.buttons) do
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-- Added the permission flow
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local permission_flow = parent.add{ type = 'flow', name = action_name }
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permission_flow.visible = false
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-- Add the buttons under that permission
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for _, button in ipairs(button_data) do
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button(permission_flow)
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end
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end
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return parent
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end)
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--- Updates the visible state of the action bar buttons
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local function update_action_bar(element)
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local player = Gui.get_player_from_element(element)
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local selected_player_name = SelectedPlayer:get(player)
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if not selected_player_name then
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-- Hide the action bar when no player is selected
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element.visible = false
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else
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local selected_player = game.players[selected_player_name]
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if not selected_player.connected then
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-- If the player is offline then reest stores
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element.visible = false
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SelectedPlayer:remove(player)
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SelectedAction:remove(player)
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else
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-- Otherwise check what actions the player is allowed to use
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element.visible = true
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for action_name, buttons in pairs(config.buttons) do
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if buttons.auth and not buttons.auth(player, selected_player) then
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element[action_name].visible = false
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elseif Roles.player_allowed(player, action_name) then
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element[action_name].visible = true
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end
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end
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end
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end
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end
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--- Main player list container for the left flow
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-- @element player_list_container
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local player_list_container =
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Gui.element(function(definition, parent)
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-- Draw the internal container
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local container = Gui.container(parent, definition.name, 200)
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-- Draw the scroll table for the players
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local scroll_table = Gui.scroll_table(container, 184, 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.padding = {1, 0,1, 2}
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-- Add the action bar
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local action_bar = Gui.footer(container, nil, nil, false, 'action_bar')
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-- Change the style of the action bar
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local action_bar_style = action_bar.style
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action_bar_style.height = 35
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action_bar_style.padding = {1, 3}
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action_bar.visible = false
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-- Add the buttons to the action bar
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add_action_bar_buttons(action_bar)
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-- Add the reason bar
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local reason_bar = Gui.footer(container, nil, nil, false, 'reason_bar')
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-- Change the style of the reason bar
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local reason_bar_style = reason_bar.style
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reason_bar_style.height = 35
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reason_bar_style.padding = {-1, 3}
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reason_bar.visible = false
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-- Add the text entry for the reason bar
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local reason_field =
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reason_bar.add{
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name = 'entry',
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type = 'textfield',
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style = 'stretchable_textfield',
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tooltip = {'player-list.reason-entry'}
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}
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-- Change the style of the text entry
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local reason_entry_style = reason_field.style
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reason_entry_style.padding = 0
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reason_entry_style.height = 28
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reason_entry_style.minimal_width = 160
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-- Add the confirm reason button
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reason_confirm(reason_bar)
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-- Return the exteral container
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return container.parent
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end)
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:static_name(Gui.unique_static_name)
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:add_to_left_flow(true)
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--- Button on the top flow used to toggle the player list container
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-- @element toggle_player_list
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Gui.left_toolbar_button('entity/character', {'player-list.main-tooltip'}, player_list_container, function(player)
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return Roles.player_allowed(player, 'gui/player-list')
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end)
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-- Get caption and tooltip format for a player
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local function get_time_formats(online_time, afk_time)
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local tick = game.tick > 0 and game.tick or 1
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local percent = math.round(online_time/tick, 3)*100
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local caption = format_time(online_time)
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local tooltip = {'player-list.afk-time', percent, format_time(afk_time, {minutes=true, long=true})}
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return caption, tooltip
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end
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-- Get the player time to be used to update time label
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local function get_player_times()
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local ctn = 0
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local player_times = {}
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for _, player in pairs(game.connected_players) do
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ctn = ctn + 1
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-- Add the player time details to the array
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local caption, tooltip = get_time_formats(player.online_time, player.afk_time)
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player_times[ctn] = {
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element_name = 'player-time-'..player.index,
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caption = caption,
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tooltip = tooltip
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}
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end
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return player_times
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end
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-- Get a sorted list of all online players
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local function get_player_list_order()
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-- Sort all the online players into roles
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local players = {}
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for _, player in pairs(game.connected_players) do
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local highest_role = Roles.get_player_highest_role(player)
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if not players[highest_role.name] then
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players[highest_role.name] = {}
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end
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table.insert(players[highest_role.name], player)
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end
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-- Sort the players from roles into a set order
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local ctn = 0
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local player_list_order = {}
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for _, role_name in pairs(Roles.config.order) do
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if players[role_name] then
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for _, player in pairs(players[role_name]) do
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ctn = ctn + 1
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-- Add the player data to the array
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local caption, tooltip = get_time_formats(player.online_time, player.afk_time)
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player_list_order[ctn] = {
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name = player.name,
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index = player.index,
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tag = player.tag,
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role_name = role_name,
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chat_color = player.chat_color,
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caption = caption,
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tooltip = tooltip
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}
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end
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end
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end
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--[[Adds fake players to the player list
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local tick = game.tick+1
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for i = 1, 10 do
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local online_time = math.random(1, tick)
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local afk_time = math.random(online_time-(tick/10), tick)
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local caption, tooltip = get_time_formats(online_time, afk_time)
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player_list_order[ctn+i] = {
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name='Player '..i,
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index=0-i,
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tag='',
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role_name = 'Fake Player',
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chat_color = table.get_random_dictionary_entry(Colors),
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caption = caption,
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tooltip = tooltip
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}
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end--]]
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return player_list_order
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end
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--- Update the play times every 30 sections
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Event.on_nth_tick(1800, function()
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local player_times = get_player_times()
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for _, player in pairs(game.connected_players) do
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local frame = Gui.get_left_element(player, player_list_container)
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local scroll_table = frame.container.scroll.table
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for _, player_time in pairs(player_times) do
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update_player_base(scroll_table, player_time)
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end
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end
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end)
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--- When a player leaves only remove they entry
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Event.add(defines.events.on_player_left_game, function(event)
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local remove_player = game.players[event.player_index]
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for _, player in pairs(game.connected_players) do
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local frame = Gui.get_left_element(player, player_list_container)
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local scroll_table = frame.container.scroll.table
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remove_player_base(scroll_table, remove_player)
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local selected_player_name = SelectedPlayer:get(player)
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if selected_player_name == remove_player.name then
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SelectedPlayer:remove(player)
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SelectedAction:remove(player)
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end
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end
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end)
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--- All other events require a full redraw of the table
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local function redraw_player_list()
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local player_list_order = get_player_list_order()
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for _, player in pairs(game.connected_players) do
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local frame = Gui.get_left_element(player, player_list_container)
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local scroll_table = frame.container.scroll.table
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scroll_table.clear()
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for _, next_player_data in ipairs(player_list_order) do
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add_player_base(scroll_table, next_player_data)
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end
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end
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end
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Event.add(defines.events.on_player_joined_game, redraw_player_list)
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Event.add(Roles.events.on_role_assigned, redraw_player_list)
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Event.add(Roles.events.on_role_unassigned, redraw_player_list)
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--- When the action player is changed the action bar will update
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SelectedPlayer:on_update(function(player_name, selected_player)
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local player = game.players[player_name]
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local frame = Gui.get_left_element(player, player_list_container)
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local scroll_table = frame.container.scroll.table
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update_action_bar(frame.container.action_bar)
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for _, next_player in pairs(game.connected_players) do
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local element = scroll_table[next_player.name][open_action_bar.name]
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local style = 'frame_button'
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if next_player.name == selected_player then
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style = 'tool_button'
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end
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element.style = style
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local element_style = element.style
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element_style.padding = -2
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element_style.width = 8
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element_style.height = 14
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end
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end)
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--- When the action name is changed the reason input will update
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SelectedAction:on_update(function(player_name, selected_action)
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local player = game.players[player_name]
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local frame = Gui.get_left_element(player, player_list_container)
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local element = frame.container.reason_bar
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if selected_action then
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-- if there is a new value then check the player is still online
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local selected_player_name = SelectedPlayer:get(player_name)
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local selected_player = game.players[selected_player_name]
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if selected_player.connected then
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element.visible = true
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else
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-- Clear if the player is offline
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SelectedPlayer:remove(player)
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SelectedAction:remove(player)
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end
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else
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element.visible = false
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end
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end) |