Files
factorio-scenario-ExpCluster/exp_legacy/module/modules/gui/rocket-info.lua
2024-11-19 22:16:34 +00:00

609 lines
19 KiB
Lua

--[[-- Gui Module - Rocket Info
- Adds a rocket infomation gui which shows general stats, milestones and build progress of rockets
@gui Rocket-Info
@alias rocket_info
]]
local Gui = require("modules.exp_legacy.expcore.gui") --- @dep expcore.gui
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local config = require("modules.exp_legacy.config.gui.rockets") --- @dep config.gui.rockets
local Colors = require("modules/exp_util/include/color")
local Rockets = require("modules.exp_legacy.modules.control.rockets") --- @dep modules.control.rockets
local format_time = _C.format_time --- @dep expcore.common
local time_formats = {
caption = function(value) return format_time(value, {minutes=true, seconds=true}) end,
caption_hours = function(value) return format_time(value) end,
tooltip = function(value) return format_time(value, {minutes=true, seconds=true, long=true}) end,
tooltip_hours = function(value) return format_time(value, {hours=true, minutes=true, seconds=true, long=true}) end
}
--- Check if a player is allowed to use certain interactions
local function check_player_permissions(player, action)
if not config.progress['allow_'..action] then
return false
end
if config.progress[action..'_admins_only'] and not player.admin then
return false
end
if config.progress[action..'_role_permission']
and not Roles.player_allowed(player, config.progress[action..'_role_permission']) then
return false
end
return true
end
--- Button to toggle the auto launch on a rocket silo
-- @element toggle_launch
local toggle_launch =
Gui.element{
type = 'sprite-button',
sprite = 'utility/play',
tooltip = {'rocket-info.toggle-rocket-tooltip'},
name = Gui.unique_static_name
}
:style(Gui.sprite_style(16))
:on_click(function(_, element, _)
local rocket_silo_name = element.parent.name:sub(8)
local rocket_silo = Rockets.get_silo_entity(rocket_silo_name)
if rocket_silo.auto_launch then
element.sprite = 'utility/play'
element.tooltip = {'rocket-info.toggle-rocket-tooltip'}
rocket_silo.auto_launch = false
else
element.sprite = 'utility/stop'
element.tooltip = {'rocket-info.toggle-rocket-tooltip-disabled'}
rocket_silo.auto_launch = true
end
end)
--- Button to remotely launch a rocket from a silo
-- @element launch_rocket
local launch_rocket =
Gui.element{
type = 'sprite-button',
sprite = 'utility/center',
tooltip = {'rocket-info.launch-tooltip'},
name = Gui.unique_static_name
}
:style(Gui.sprite_style(16, -1))
:on_click(function(player, element, _)
local rocket_silo_name = element.parent.name:sub(8)
local silo_data = Rockets.get_silo_data_by_name(rocket_silo_name)
if silo_data.entity.launch_rocket() then
element.enabled = false
else
player.print({'rocket-info.launch-failed'}, Colors.orange_red)
end
end)
--- XY cords that allow zoom to map when pressed
-- @element silo_cords
local silo_cords =
Gui.element(function(definition, parent, silo_data)
local silo_name = silo_data.silo_name
local pos = silo_data.position
local tooltip = config.progress.allow_zoom_to_map and {'rocket-info.progress-label-tooltip'} or nil
-- Add the x cord flow
local flow_x = parent.add{
type ='flow',
name = 'label-x-'..silo_name,
caption = silo_name
}
flow_x.style.padding = {0, 2,0, 1}
-- Add the x cord label
local label_x = flow_x.add{
type = 'label',
caption = {'rocket-info.progress-x-pos', pos.x},
tooltip = tooltip
}
-- Add the y cord flow
local flow_y = parent.add{
type ='flow',
name = 'label-y-'..silo_name,
caption = silo_name
}
flow_y.style.padding = {0, 2,0, 1}
-- Add the y cord label
local label_y = flow_y.add{
type = 'label',
caption = {'rocket-info.progress-y-pos', pos.y},
tooltip = tooltip
}
if config.progress.allow_zoom_to_map then
definition:triggers_events(label_x)
definition:triggers_events(label_y)
end
end)
:on_click(function(player, element, _)
local rocket_silo_name = element.parent.caption
local rocket_silo = Rockets.get_silo_entity(rocket_silo_name)
player.zoom_to_world(rocket_silo.position, 2)
end)
--- Base element for each rocket in the progress list
-- @element rocket_entry
local rocket_entry =
Gui.element(function(_, parent, silo_data)
local silo_name = silo_data.silo_name
local player = Gui.get_player_from_element(parent)
-- Add the toggle auto launch if the player is allowed it
if check_player_permissions(player, 'toggle_active') then
local flow = parent.add{ type = 'flow', name = 'toggle-'..silo_name}
local button = toggle_launch(flow)
button.tooltip = silo_data.toggle_tooltip
button.sprite = silo_data.toggle_sprite
end
-- Add the remote launch if the player is allowed it
if check_player_permissions(player, 'remote_launch') then
local flow = parent.add{ type = 'flow', name = 'launch-'..silo_name}
local button = launch_rocket(flow)
button.enabled = silo_data.allow_launch
end
-- Draw the silo cords element
silo_cords(parent, silo_data)
-- Add a progress label
local alignment = Gui.alignment(parent, silo_name)
local element =
alignment.add{
type = 'label',
name = 'label',
caption = silo_data.progress_caption,
tooltip = silo_data.progress_tooltip
}
-- Return the progress label
return element
end)
--- Data label which contains a name and a value label pair
-- @element data_label
local data_label =
Gui.element(function(_, parent, label_data)
local data_name = label_data.name
local data_subname = label_data.subname
local data_fullname = data_subname and data_name..data_subname or data_name
-- Add the name label
local name_label = parent.add{
type = 'label',
name = data_fullname..'-label',
caption = {'rocket-info.data-caption-'..data_name, data_subname},
tooltip = {'rocket-info.data-tooltip-'..data_name, data_subname}
}
name_label.style.padding = {0, 2}
--- Right aligned label to store the data
local alignment = Gui.alignment(parent, data_fullname)
local element =
alignment.add{
type = 'label',
name = 'label',
caption = label_data.value,
tooltip = label_data.tooltip
}
element.style.padding = {0, 2}
return element
end)
-- Used to update the captions and tooltips on the data labels
local function update_data_labels(parent, data_label_data)
for _, label_data in ipairs(data_label_data) do
local data_name = label_data.subname and label_data.name..label_data.subname or label_data.name
if not parent[data_name] then
data_label(parent, label_data)
else
local data_label_element = parent[data_name].label
data_label_element.tooltip = label_data.tooltip
data_label_element.caption = label_data.value
end
end
end
local function get_progress_data(force_name)
local force_silos = Rockets.get_silos(force_name)
local progress_data = {}
for _, silo_data in pairs(force_silos) do
local rocket_silo = silo_data.entity
if not rocket_silo or not rocket_silo.valid then
-- Remove from list if not valid
force_silos[silo_data.name] = nil
table.insert(progress_data, {
silo_name = silo_data.name,
remove = true
})
else
-- Get the progress caption and tooltip
local progress_color = Colors.white
local progress_caption = {'rocket-info.progress-caption', rocket_silo.rocket_parts}
local progress_tooltip = {'rocket-info.progress-tooltip', silo_data.launched or 0}
local status = rocket_silo.status == defines.entity_status.waiting_to_launch_rocket
if status and silo_data.awaiting_reset then
progress_caption = {'rocket-info.progress-launched'}
progress_color = Colors.green
elseif status then
progress_caption = {'rocket-info.progress-caption', 100}
progress_color = Colors.cyan
else
silo_data.awaiting_reset = false
end
-- Get the toggle button data
local toggle_tooltip = {'rocket-info.toggle-rocket-tooltip-disabled'}
local toggle_sprite = 'utility/play'
if rocket_silo.auto_launch then
toggle_tooltip = {'rocket-info.toggle-rocket-tooltip'}
toggle_sprite = 'utility/stop'
end
-- Insert the gui data
table.insert(progress_data, {
silo_name = silo_data.name,
position = rocket_silo.position,
allow_launch = not silo_data.awaiting_reset and status or false,
progress_color = progress_color,
progress_caption = progress_caption,
progress_tooltip = progress_tooltip,
toggle_tooltip = toggle_tooltip,
toggle_sprite = toggle_sprite
})
end
end
return progress_data
end
--- Update the build progress section
local function update_build_progress(parent, progress_data)
local show_message = true
for _, silo_data in ipairs(progress_data) do
parent.parent.no_silos.visible = false
parent.visible = true
local silo_name = silo_data.silo_name
local progress_label = parent[silo_name]
if silo_data.remove then
-- Remove the rocket from the list
Gui.destroy_if_valid(parent['toggle-'..silo_name])
Gui.destroy_if_valid(parent['launch-'..silo_name])
Gui.destroy_if_valid(parent['label-x-'..silo_name])
Gui.destroy_if_valid(parent['label-y-'..silo_name])
Gui.destroy_if_valid(parent[silo_name])
elseif not progress_label then
-- Add the rocket to the list
show_message = false
rocket_entry(parent, silo_data)
else
show_message = false
-- Update the existing labels
progress_label = progress_label.label
progress_label.caption = silo_data.progress_caption
progress_label.tooltip = silo_data.progress_tooltip
progress_label.style.font_color = silo_data.progress_color
-- Update the toggle button
local toggle_button = parent['toggle-'..silo_name]
if toggle_button then
toggle_button = toggle_button[toggle_launch.name]
toggle_button.tooltip = silo_data.toggle_tooltip
toggle_button.sprite = silo_data.toggle_sprite
end
-- Update the launch button
local launch_button = parent['launch-'..silo_name]
if launch_button then
launch_button = launch_button[launch_rocket.name]
launch_button.enabled = silo_data.allow_launch
end
end
end
if show_message then parent.parent.no_silos.visible = true parent.visible = false end
end
--- Gets the label data for all the different stats
local function get_stats_data(force_name)
local force_rockets = Rockets.get_rocket_count(force_name)
local stats = Rockets.get_stats(force_name)
local stats_data = {}
-- Format the first launch data
if config.stats.show_first_rocket then
local value = stats.first_launch or 0
table.insert(stats_data, {
name = 'first-launch',
value = time_formats.caption_hours(value),
tooltip = time_formats.tooltip_hours(value)
})
end
-- Format the last launch data
if config.stats.show_last_rocket then
local value = stats.last_launch or 0
table.insert(stats_data, {
name = 'last-launch',
value = time_formats.caption_hours(value),
tooltip = time_formats.tooltip_hours(value)
})
end
-- Format fastest launch data
if config.stats.show_fastest_rocket then
local value = stats.fastest_launch or 0
table.insert(stats_data, {
name = 'fastest-launch',
value = time_formats.caption_hours(value),
tooltip = time_formats.tooltip_hours(value)
})
end
-- Format total rocket data
if config.stats.show_total_rockets then
local total_rockets = Rockets.get_game_rocket_count()
total_rockets = total_rockets == 0 and 1 or total_rockets
local percentage = math.round(force_rockets/total_rockets, 3)*100
table.insert(stats_data, {
name = 'total-rockets',
value = force_rockets,
tooltip = {'rocket-info.value-tooltip-total-rockets', percentage}
})
end
-- Format game avg data
if config.stats.show_game_avg then
local avg = force_rockets > 0 and math.floor(game.tick/force_rockets) or 0
table.insert(stats_data, {
name = 'avg-launch',
value = time_formats.caption(avg),
tooltip = time_formats.tooltip(avg)
})
end
-- Format rolling avg data
for _, avg_over in pairs(config.stats.rolling_avg) do
local avg = Rockets.get_rolling_average(force_name, avg_over)
table.insert(stats_data, {
name = 'avg-launch-n',
subname = avg_over,
value = time_formats.caption(avg),
tooltip = time_formats.tooltip(avg)
})
end
-- Return formated data
return stats_data
end
--- Gets the label data for the milestones
local function get_milestone_data(force_name)
local force_rockets = Rockets.get_rocket_count(force_name)
local milestone_data = {}
for _, milestone in ipairs(config.milestones) do
if milestone <= force_rockets then
local time = Rockets.get_rocket_time(force_name, milestone)
table.insert(milestone_data, {
name = 'milestone-n',
subname = milestone,
value = time_formats.caption_hours(time),
tooltip = time_formats.tooltip_hours(time)
})
else
table.insert(milestone_data, {
name = 'milestone-n',
subname = milestone,
value = {'rocket-info.data-caption-milestone-next'},
tooltip = {'rocket-info.data-tooltip-milestone-next'}
})
break
end
end
return milestone_data
end
-- Button to toggle a section dropdown
-- @element toggle_section
local toggle_section =
Gui.element{
type = 'sprite-button',
sprite = 'utility/expand',
hovered_sprite = 'utility/expand',
tooltip = {'rocket-info.toggle-section-tooltip'},
style = "frame_action_button",
name = Gui.unique_static_name
}
:style(Gui.sprite_style(20))
:on_click(function(_, element, _)
local header_flow = element.parent
local flow_name = header_flow.caption
local flow = header_flow.parent.parent[flow_name]
if Gui.toggle_visible_state(flow) then
element.sprite = 'utility/collapse'
element.tooltip = {'rocket-info.toggle-section-collapse-tooltip'}
else
element.sprite = 'utility/expand'
element.tooltip = {'rocket-info.toggle-section-tooltip'}
end
end)
-- Draw a section header and main scroll
-- @element rocket_list_container
local section =
Gui.element(function(definition, parent, section_name, table_size)
-- Draw the header for the section
local header = Gui.header(
parent,
{'rocket-info.section-caption-'..section_name},
{'rocket-info.section-tooltip-'..section_name},
true,
section_name..'-header'
)
definition:triggers_events(header.parent.header_label)
-- Right aligned button to toggle the section
header.caption = section_name
toggle_section(header)
-- Table used to store the data
local scroll_table = Gui.scroll_table(parent, 215, table_size, section_name)
scroll_table.parent.visible = false
-- Return the flow table
return definition:no_events(scroll_table)
end)
:on_click(function(_, element, event)
event.element = element.parent.alignment[toggle_section.name]
toggle_section:raise_event(event)
end)
--- Main gui container for the left flow
-- @element rocket_list_container
local rocket_list_container =
Gui.element(function(definition, parent)
-- Draw the internal container
local container = Gui.container(parent, definition.name, 200)
-- Set the container style
local style = container.style
style.padding = 0
local player = Gui.get_player_from_element(parent)
local force_name = player.force.name
-- Draw stats section
if config.stats.show_stats then
update_data_labels(section(container, 'stats', 2), get_stats_data(force_name))
end
-- Draw milestones section
if config.milestones.show_milestones then
update_data_labels(section(container, 'milestones', 2), get_milestone_data(force_name))
end
-- Draw build progress list
if config.progress.show_progress then
local col_count = 3
if check_player_permissions(player, 'remote_launch') then col_count = col_count+1 end
if check_player_permissions(player, 'toggle_active') then col_count = col_count+1 end
local progress = section(container, 'progress', col_count)
-- Label used when there are no active silos
local no_silos = progress.parent.add{
type = 'label',
name = 'no_silos',
caption = {'rocket-info.progress-no-silos'}
}
no_silos.style.padding = {1, 2}
update_build_progress(progress, get_progress_data(force_name))
end
-- Return the exteral container
return container.parent
end)
:static_name(Gui.unique_static_name)
:add_to_left_flow(function(player)
return player.force.rockets_launched > 0 and Roles.player_allowed(player, 'gui/rocket-info')
end)
--- Button on the top flow used to toggle the container
-- @element toggle_rocket_info
Gui.left_toolbar_button('item/rocket-silo', {'rocket-info.main-tooltip'}, rocket_list_container, function(player)
return Roles.player_allowed(player, 'gui/rocket-info')
end)
--- Update the gui for all players on a force
local function update_rocket_gui_all(force_name)
local stats = get_stats_data(force_name)
local milestones = get_milestone_data(force_name)
local progress = get_progress_data(force_name)
for _, player in pairs(game.forces[force_name].players) do
local frame = Gui.get_left_element(player, rocket_list_container)
local container = frame.container
update_data_labels(container.stats.table, stats)
update_data_labels(container.milestones.table, milestones)
update_build_progress(container.progress.table, progress)
end
end
--- Event used to update the stats when a rocket is launched
Event.add(defines.events.on_rocket_launched, function(event)
local force = event.rocket_silo.force
update_rocket_gui_all(force.name)
end)
--- Update only the progress gui for a force
local function update_rocket_gui_progress(force_name)
local progress = get_progress_data(force_name)
for _, player in pairs(game.forces[force_name].players) do
local frame = Gui.get_left_element(player, rocket_list_container)
local container = frame.container
update_build_progress(container.progress.table, progress)
end
end
--- Event used to set a rocket silo to be awaiting reset
Event.add(defines.events.on_rocket_launch_ordered, function(event)
local silo = event.rocket_silo
local silo_data = Rockets.get_silo_data(silo)
silo_data.awaiting_reset = true
update_rocket_gui_progress(silo.force.name)
end)
Event.on_nth_tick(150, function()
for _, force in pairs(game.forces) do
if #Rockets.get_silos(force.name) > 0 then
update_rocket_gui_progress(force.name)
end
end
end)
--- Adds a silo to the list when it is built
local function on_built(event)
local entity = event.created_entity
if entity.valid and entity.name == 'rocket-silo' then
update_rocket_gui_progress(entity.force.name)
end
end
Event.add(defines.events.on_built_entity, on_built)
Event.add(defines.events.on_robot_built_entity, on_built)
--- Redraw the progress section on role change
local function role_update_event(event)
if not config.progress.show_progress then return end
local player = game.players[event.player_index]
local container = Gui.get_left_element(player, rocket_list_container).container
local progress_scroll = container.progress
Gui.destroy_if_valid(progress_scroll.table)
local col_count = 3
if check_player_permissions(player, 'remote_launch') then col_count = col_count+1 end
if check_player_permissions(player, 'toggle_active') then col_count = col_count+1 end
local progress = progress_scroll.add{
type = 'table',
name = 'table',
column_count = col_count
}
update_build_progress(progress, get_progress_data(player.force.name))
end
Event.add(Roles.events.on_role_assigned, role_update_event)
Event.add(Roles.events.on_role_unassigned, role_update_event)
return rocket_list_container