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

783 lines
26 KiB
Lua

--[[-- Gui Module - Task List
- Adds a task list to the game which players can add, remove and edit items on
@gui Task-List
@alias task_list
]]
local Gui = require("modules.exp_legacy.expcore.gui") --- @dep expcore.gui
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local Datastore = require("modules.exp_legacy.expcore.datastore") --- @dep expcore.datastore
local config = require("modules.exp_legacy.config.gui.tasks") --- @dep config.gui.tasks
local Tasks = require("modules.exp_legacy.modules.control.tasks") --- @dep modules.control.tasks
local format_time = _C.format_time --- @dep expcore.common
--- Stores all data for the task gui by player
local TaskGuiData = Datastore.connect("TaskGuiData")
TaskGuiData:set_serializer(Datastore.name_serializer)
local PlayerIsEditing = TaskGuiData:combine("PlayerIsEditing")
PlayerIsEditing:set_default(false)
local PlayerIsCreating = TaskGuiData:combine("PlayerIsCreating")
PlayerIsCreating:set_default(false)
local PlayerSelected = TaskGuiData:combine("PlayerSelected")
PlayerSelected:set_default(nil)
-- Styles used for sprite buttons
local Styles = {
sprite22 = {
height = 22,
width = 22,
padding = -2
},
footer_button = {
height = 29,
maximal_width = 268,
horizontally_stretchable = true,
padding = -2
}
}
--- If a player is allowed to use the edit buttons
local function check_player_permissions(player, task)
if task then
-- When a task is given check if the player can edit it
local allow_edit_task = config.allow_edit_task
-- Check if the player being the last to edit will override existing permisisons
if config.user_can_edit_own_tasks and task.last_edit_name == player.name then
return true
end
-- Check player has permisison based on value in the config
if allow_edit_task == "all" then
return true
elseif allow_edit_task == "admin" then
return player.admin
elseif allow_edit_task == "expcore.roles" then
return Roles.player_allowed(player, config.expcore_roles_allow_edit_task)
end
-- Return false as all other condidtions have not been met
return false
else
-- When a task is not given check if the player can add a new task
local allow_add_task = config.allow_add_task
-- Check player has permisison based on value in the config
if allow_add_task == "all" then
return true
elseif allow_add_task == "admin" then
return player.admin
elseif allow_add_task == "expcore.roles" then
return Roles.player_allowed(player, config.expcore_roles_allow_add_task)
end
-- Return false as all other condidtions have not been met
return false
end
end
--- Elements
--- Button displayed in the header bar, used to add a new task
-- @element add_new_task
local add_new_task =
Gui.element {
type = "sprite-button",
sprite = "utility/add",
tooltip = {"task-list.add-tooltip"},
style = "tool_button",
name = Gui.unique_static_name
}:style(Styles.sprite22):on_click(
function(player, _, _)
-- Disable editing
PlayerIsEditing:set(player, false)
-- Clear selected
PlayerSelected:set(player, nil)
-- Open task create footer
PlayerIsCreating:set(player, true)
end
)
--- Header displayed when no tasks are in the task list
-- @element no_tasks_found
local no_tasks_found =
Gui.element(
function(_, parent)
local header =
parent.add {
name = "no_tasks_found_element",
type = "frame",
style = "negative_subheader_frame"
}
header.style.horizontally_stretchable = true
-- Flow used for centering the content in the subheader
local center =
header.add {
type = "flow",
}
center.style.vertical_align = "center"
center.style.horizontal_align = "center"
center.style.horizontally_stretchable = true
center.add {
name = "header_label",
type = "label",
style = "bold_label",
caption = {"", "[img=utility/warning_white] ", {"task-list.no-tasks"}},
tooltip = {"task-list.no-tasks-tooltip"}
}
return header
end
)
--- Frame element with the right styling
-- @element subfooter_frame
local subfooter_frame =
Gui.element(
function(_, parent, name)
return parent.add {
type = "frame",
name = name,
direction = "vertical",
style = "subfooter_frame"
}
end
):style(
{
padding = 5,
use_header_filler = false,
horizontally_stretchable = true
}
)
--- Label element preset
-- @element subfooter_label
local subfooter_label =
Gui.element(
function(_, parent, caption)
return parent.add {
name = "footer_label",
type = "label",
style = "frame_title",
caption = caption
}
end
)
--- Action flow that contains action buttons
-- @element subfooter_actions
local subfooter_actions =
Gui.element {
type = "flow",
name = "actions"
}
--- Button element with a flow around it to fix duplicate name inside of the scroll flow
-- @element task_list_item
local task_list_item =
Gui.element(
function(definition, parent, task)
local flow = parent.add {
type = "flow",
name = "task-" .. task.task_id,
caption = task.task_id
}
flow.style.horizontally_stretchable = true
local button = flow.add {
name = definition.name,
type = "button",
style = "list_box_item",
caption = task.title,
tooltip = { "task-list.last-edit", task.last_edit_name, format_time(task.last_edit_time) }
}
button.style.horizontally_stretchable = true
button.style.horizontally_squashable = true
return button
end
):on_click(
function(player, element, _)
local task_id = element.parent.caption
PlayerSelected:set(player, task_id)
end
):static_name(Gui.unique_static_name)
--- Scrollable list of all tasks
-- @element task_list
local task_list =
Gui.element(
function(_, parent)
local scroll_pane =
parent.add {
name = "scroll",
type = "scroll-pane",
direction = "vertical",
horizontal_scroll_policy = "never",
vertical_scroll_policy = "auto",
style = "scroll_pane_under_subheader"
}
scroll_pane.style.horizontally_stretchable = true
scroll_pane.style.padding = 0
scroll_pane.style.maximal_height = 224
local flow =
scroll_pane.add {
name = "task_list",
type = "flow",
direction = "vertical"
}
flow.style.vertical_spacing = 0
flow.style.horizontally_stretchable = true
return flow
end
)
--- Button element inside the task view footer to start editing a task
-- @element task_view_edit_button
local task_view_edit_button =
Gui.element {
type = "button",
name = Gui.unique_static_name,
caption = {"", "[img=utility/rename_icon] ", {"task-list.edit"}},
tooltip = {"task-list.edit-tooltip"},
style = "shortcut_bar_button"
}:style(Styles.footer_button):on_click(
function(player, _, _)
local selected = PlayerSelected:get(player)
PlayerIsEditing:set(player, true)
Tasks.set_editing(selected, player.name, true)
end
)
--- Button to close the task view footer
-- @element task_view_close_button
local task_view_close_button =
Gui.element{
type = "sprite-button",
sprite = "utility/collapse",
style = "frame_action_button",
tooltip = {"task-list.close-tooltip"}
}
:style(Styles.sprite22):on_click(
function(player, _, _)
PlayerSelected:set(player, nil)
end
)
--- Button to delete the task inside the task view footer
-- @element task_view_delete_button
local task_view_delete_button =
Gui.element {
type = "button",
name = Gui.unique_static_name,
caption = {"", "[img=utility/trash] ", {"task-list.delete"}},
tooltip = {"task-list.delete-tooltip"},
style = "shortcut_bar_button_red"
}:style(Styles.footer_button):on_click(
function(player, _, _)
local selected = PlayerSelected:get(player)
PlayerSelected:set(player, nil)
Tasks.remove_task(selected)
end
)
--- Subfooter inside the tasklist container that holds all the elements for viewing a task
-- @element task_view_footer
local task_view_footer =
Gui.element(
function(_, parent)
local footer = subfooter_frame(parent, "view")
local flow = footer.add{ type = "flow" }
subfooter_label(flow, {"task-list.view-footer-header"})
local alignment = Gui.alignment(flow)
task_view_close_button(alignment)
local title_label =
footer.add {
type = "label",
name = "title"
}
title_label.style.padding = 4
title_label.style.font = "default-bold"
title_label.style.single_line = false
local body_label =
footer.add {
type = "label",
name = "body"
}
body_label.style.padding = 4
body_label.style.single_line = false
local action_flow = subfooter_actions(footer)
task_view_delete_button(action_flow)
task_view_edit_button(action_flow)
return footer
end
)
local message_pattern = "(.-)\n(.*)"
--- Parse a string into a message object with title and body
-- @tparam string str message data
local function parse_message(str)
-- Trim the spaces of the string
local trimmed = string.gsub(str, "^%s*(.-)%s*$", "%1")
local message = { title = "", body = "" }
local title, body = string.match(trimmed, message_pattern)
if not title then
-- If it doesn't match the pattern return the str as a title
message.title = trimmed
else
message.title = title
message.body = body
end
return message
end
-- Button variable initialisation because it is used inside the textfield element events
local task_edit_confirm_button
local task_create_confirm_button
--- Textfield element used in both the task create and edit footers
-- @element task_message_textfield
local task_message_textfield =
Gui.element {
name = Gui.unique_static_name,
type = "text-box",
text = ""
}:style(
{
maximal_width = 268,
minimal_height = 100,
horizontally_stretchable = true
}
):on_text_changed(
function(player, element, _)
local isEditing = PlayerIsEditing:get(player)
local isCreating = PlayerIsCreating:get(player)
local valid = string.len(element.text) > 5
if isCreating then
element.parent.actions[task_create_confirm_button.name].enabled = valid
elseif isEditing then
element.parent.actions[task_edit_confirm_button.name].enabled = valid
end
end
)
--- Button to confirm the changes inside the task edit footer
-- @element task_edit_confirm_button
task_edit_confirm_button =
Gui.element {
type = "button",
name = Gui.unique_static_name,
caption = {"", "[img=utility/check_mark] ", {"task-list.confirm"}},
tooltip = {"task-list.confirm-tooltip"},
style = "shortcut_bar_button_green"
}:style(Styles.footer_button):on_click(
function(player, element, _)
local selected = PlayerSelected:get(player)
PlayerIsEditing:set(player, false)
local new_message = element.parent.parent[task_message_textfield.name].text
local parsed = parse_message(new_message)
Tasks.update_task(selected, player.name, parsed.title, parsed.body)
Tasks.set_editing(selected, player.name, nil)
end
)
--- Button to discard the changes inside the task edit footer
-- @element edit_task_discard_button
local edit_task_discard_button =
Gui.element {
type = "button",
caption = {"", "[img=utility/close_black] ", {"task-list.discard"}},
tooltip = {"task-list.discard-tooltip"},
style = "shortcut_bar_button_red"
}:style(Styles.footer_button):on_click(
function(player, _, _)
local selected = PlayerSelected:get(player)
Tasks.set_editing(selected, player.name, nil)
PlayerIsEditing:set(player, false)
end
)
--- Subfooter inside the tasklist container that holds all the elements for editing a task
-- @element task_edit_footer
local task_edit_footer =
Gui.element(
function(_, parent)
local footer = subfooter_frame(parent, "edit")
subfooter_label(footer, {"task-list.edit-footer-header"})
task_message_textfield(footer)
local action_flow = subfooter_actions(footer)
edit_task_discard_button(action_flow)
task_edit_confirm_button(action_flow)
return footer
end
)
--- Button to confirm the changes inside the task create footer
-- @element task_create_confirm_button
task_create_confirm_button =
Gui.element {
type = "button",
name = Gui.unique_static_name,
caption = {"", "[img=utility/check_mark] ", {"task-list.confirm"}},
tooltip = {"task-list.confirm-tooltip"},
style = "shortcut_bar_button_green",
enabled = false
}:style(Styles.footer_button):on_click(
function(player, element, _)
local message = element.parent.parent[task_message_textfield.name].text
PlayerIsCreating:set(player, false)
local parsed = parse_message(message)
local task_id = Tasks.add_task(player.force.name, player.name, parsed.title, parsed.body)
PlayerSelected:set(player, task_id)
end
)
--- Button to discard the changes inside the task create footer
-- @element task_create_discard_button
local task_create_discard_button =
Gui.element {
type = "button",
caption = {"", "[img=utility/close_black] ", {"task-list.discard"}},
tooltip = {"task-list.discard-tooltip"},
style = "shortcut_bar_button_red"
}:style(Styles.footer_button):on_click(
function(player, _, _)
PlayerIsCreating:set(player, false)
end
)
--- Subfooter inside the tasklist container that holds all the elements to create a new task
-- @element task_create_footer
local task_create_footer =
Gui.element(
function(_, parent)
local footer = subfooter_frame(parent, "create")
subfooter_label(footer, {"task-list.create-footer-header"})
task_message_textfield(footer)
local action_flow = subfooter_actions(footer)
task_create_discard_button(action_flow)
task_create_confirm_button(action_flow)
return footer
end
)
--- Clear and repopulate the task list with all current tasks
local repopulate_task_list = function(task_list_element)
local force = Gui.get_player_from_element(task_list_element).force
local task_ids = Tasks.get_force_task_ids(force.name)
task_list_element.clear()
-- Set visibility of the no_tasks_found element depending on the amount of tasks still in the task manager
task_list_element.parent.parent.no_tasks_found_element.visible = #task_ids == 0
-- Add each task to the flow
for _, task_id in ipairs(task_ids) do
-- Add the task
local task = Tasks.get_task(task_id)
task_list_item(task_list_element, task)
end
end
--- Main task list container for the left flow
-- @element task_list_container
local task_list_container =
Gui.element(
function(definition, parent)
-- Draw the internal container
local container = Gui.container(parent, definition.name, 268)
container.style.maximal_width = 268
container.style.minimal_width = 268
-- Draw the header
local header = Gui.header(container, {"task-list.main-caption"}, {"task-list.sub-tooltip"}, true)
-- Draw the new task button
local player = Gui.get_player_from_element(parent)
local add_new_task_element = add_new_task(header)
add_new_task_element.visible = check_player_permissions(player)
-- Draw no task found element
no_tasks_found(container)
-- Draw task list element
local task_list_element = task_list(container)
repopulate_task_list(task_list_element)
local task_view_footer_element = task_view_footer(container)
local task_edit_footer_element = task_edit_footer(container)
local task_create_footer_element = task_create_footer(container)
task_view_footer_element.visible = false
task_edit_footer_element.visible = false
task_create_footer_element.visible = false
-- Return the external container
return container.parent
end
):static_name(Gui.unique_static_name):add_to_left_flow(
function(player)
local task_ids = Tasks.get_force_task_ids(player.force.name)
return #task_ids > 0
end
)
--- Button on the top flow used to toggle the task list container
-- @element toggle_left_element
Gui.left_toolbar_button(
"utility/not_enough_repair_packs_icon",
{"task-list.main-tooltip"},
task_list_container,
function(player)
return Roles.player_allowed(player, "gui/task-list")
end
)
-- Function to update a single task and some of the elements inside the container
local update_task = function(player, task_list_element, task_id)
local task = Tasks.get_task(task_id)
local task_ids = Tasks.get_force_task_ids(player.force.name)
-- Set visibility of the no_tasks_found element depending on the amount of tasks still in the task manager
task_list_element.parent.parent.no_tasks_found_element.visible = #task_ids == 0
-- Task no longer exists so should be removed from the list
if not task then
task_list_element["task-" .. task_id].destroy()
return
end
local flow = task_list_element["task-" .. task_id]
if not flow then
-- If task does not exist yet add it to the list
task_list_item(task_list_element, task)
else
-- If the task exists update the caption and tooltip
local button = flow[task_list_item.name]
button.caption = task.title
button.tooltip = {"task-list.last-edit", task.last_edit_name, format_time(task.last_edit_time)}
end
end
-- Update the footer task edit view
local update_task_edit_footer = function(player, task_id)
local task = Tasks.get_task(task_id)
local frame = Gui.get_left_element(player, task_list_container)
local edit_flow = frame.container.edit
local message_element = edit_flow[task_message_textfield.name]
message_element.focus()
message_element.text = task.title .. "\n" .. task.body
end
-- Update the footer task view
local update_task_view_footer = function(player, task_id)
local task = Tasks.get_task(task_id)
local frame = Gui.get_left_element(player, task_list_container)
local view_flow = frame.container.view
local has_permission = check_player_permissions(player, task)
local title_element = view_flow.title
local body_element = view_flow.body
local edit_button_element = view_flow.actions[task_view_edit_button.name]
local delete_button_element = view_flow.actions[task_view_delete_button.name]
edit_button_element.visible = has_permission
delete_button_element.visible = has_permission
title_element.caption = task.title
body_element.caption = task.body
local players_editing = table.get_keys(task.currently_editing)
if #players_editing > 0 then
edit_button_element.tooltip = {"task-list.edit-tooltip", table.concat(players_editing, ", ")}
else
edit_button_element.tooltip = {"task-list.edit-tooltip-none"}
end
end
--- When a new task is added it will update the task list for everyone on that force
--- Or when a task is updated it will update the specific task elements
Tasks.on_update(
function(task_id, curr_state, prev_state)
-- Get the force to update, task is nil when removed
local force
if curr_state then
force = game.forces[curr_state.force_name]
else
force = game.forces[prev_state.force_name]
end
-- Update the task for all the players on the force
for _, player in pairs(force.connected_players) do
-- Update the task view elements if the player currently being looped over has this specific task selected
local selected = PlayerSelected:get(player)
if selected == task_id then
if curr_state then
update_task_view_footer(player, selected)
else
PlayerSelected:set(player, nil)
end
end
local frame = Gui.get_left_element(player, task_list_container)
local task_list_element = frame.container.scroll.task_list
-- Update the task that was changed
update_task(player, task_list_element, task_id)
end
end
)
-- When a player is creating a new task.
PlayerIsCreating:on_update(
function(player_name, curr_state, _)
local player = game.players[player_name]
local frame = Gui.get_left_element(player, task_list_container)
local create = frame.container.create
-- Clear the textfield
local message_element = frame.container.create[task_message_textfield.name]
local confirm_button_element = frame.container.create.actions[task_create_confirm_button.name]
message_element.focus()
message_element.text = ""
confirm_button_element.enabled = false
if curr_state then
create.visible = true
else
create.visible = false
end
end
)
-- When a player selects a different warp from the list
PlayerSelected:on_update(
function(player_name, curr_state, prev_state)
local player = game.players[player_name]
local frame = Gui.get_left_element(player, task_list_container)
local task_list_element = frame.container.scroll.task_list
local view_flow = frame.container.view
local edit_flow = frame.container.edit
local isEditing = PlayerIsEditing:get(player)
local isCreating = PlayerIsCreating:get(player)
-- If the selection has an previous state re-enable the button list element
if prev_state then
task_list_element["task-" .. prev_state][task_list_item.name].enabled = true
end
if curr_state then
-- Disable the selected element
task_list_element["task-" .. curr_state][task_list_item.name].enabled = false
-- Update the view footer
update_task_view_footer(player, curr_state)
-- If a player is creating then remove the creation dialogue
if isCreating then
PlayerIsCreating:set(player, false)
end
-- Depending on if the player is currently editing change the current task edit footer to the current task
if isEditing then
update_task_edit_footer(player, curr_state)
Tasks.set_editing(prev_state, player.name, nil)
Tasks.set_editing(curr_state, player.name, true)
view_flow.visible = false
edit_flow.visible = true
else
view_flow.visible = true
edit_flow.visible = false
end
else
-- If curr_state nil then hide footer elements and set editing to nil for prev_state
if prev_state and Tasks.get_task(prev_state) then
Tasks.set_editing(prev_state, player.name, nil)
end
view_flow.visible = false
edit_flow.visible = false
end
end
)
-- When the edit view opens or closes
PlayerIsEditing:on_update(
function(player_name, curr_state, _)
local player = game.players[player_name]
local frame = Gui.get_left_element(player, task_list_container)
local view_flow = frame.container.view
local edit_flow = frame.container.edit
local selected = PlayerSelected:get(player)
if curr_state then
update_task_edit_footer(player, selected)
view_flow.visible = false
edit_flow.visible = true
else
view_flow.visible = true
edit_flow.visible = false
end
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, task_list_container).container
-- Update the view task
local selected = PlayerSelected:get(player)
if selected then
update_task_view_footer(player, selected)
PlayerSelected:set(player, selected)
-- button to edit the task.
-- Resetting the players selected task to make sure the player does not see an
end
-- Update the new task button and create footer in case the user can now add them
local has_permission = check_player_permissions(player)
local add_new_task_element = container.header.alignment[add_new_task.name]
add_new_task_element.visible = has_permission
local isCreating = PlayerIsCreating:get(player)
if isCreating and not has_permission then
PlayerIsCreating:set(player, false)
end
end
Event.add(Roles.events.on_role_assigned, role_update_event)
Event.add(Roles.events.on_role_unassigned, role_update_event)
--- Redraw all tasks and clear editing/creating after joining or changing force
local function reset_task_list(event)
-- Repopulate the task list
local player = game.players[event.player_index]
local frame = Gui.get_left_element(player, task_list_container)
local task_list_element = frame.container.scroll.task_list
repopulate_task_list(task_list_element)
-- Check if the selected task is still valid
local selected = PlayerSelected:get(player)
if selected and Tasks.get_task(selected) ~= nil then
PlayerIsCreating:set(player, false)
PlayerIsEditing:set(player, false)
PlayerSelected:set(player, nil)
end
end
Event.add(defines.events.on_player_joined_game, reset_task_list)
Event.add(defines.events.on_player_changed_force, reset_task_list)