mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 03:25:23 +09:00
903 lines
34 KiB
Lua
903 lines
34 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("modules.exp_legacy.expcore.gui") --- @dep expcore.gui
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local Datastore = require("modules.exp_legacy.expcore.datastore") --- @dep expcore.datastore
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local Storage = require("modules/exp_util/storage")
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local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
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local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
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local Colors = require("modules/exp_util/include/color")
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local config = require("modules.exp_legacy.config.gui.warps") --- @dep config.gui.warps
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local Warps = require("modules.exp_legacy.modules.control.warps") --- @dep modules.control.warps
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local format_time, player_return = _C.format_time, _C.player_return --- @dep expcore.common
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--- Stores all data for the warp gui
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local WrapGuiData = Datastore.connect('WrapGuiData')
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WrapGuiData:set_serializer(Datastore.name_serializer)
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local PlayerInRange = WrapGuiData:combine('PlayerInRange')
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PlayerInRange:set_default(false)
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local PlayerCooldown = WrapGuiData:combine('PlayerCooldown')
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PlayerCooldown:set_default(0)
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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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Storage.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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sprite22 = { height = 22, width = 22, padding = -2 },
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sprite32 = { height = 32, width = 32, left_margin = 1 }
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}
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--- Status icon of a warp
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local warp_status_icons = {
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cooldown = '[img=utility/multiplayer_waiting_icon]',
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not_available = '[img=utility/set_bar_slot]',
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bypass = '[img=utility/side_menu_bonus_icon]',
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current = '[img=utility/side_menu_map_icon]',
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connected = '[img=utility/logistic_network_panel_white]',
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different = '[img=utility/warning_white]',
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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 permission 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 conditions 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 = 'shortcut_bar_button',
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name = Gui.unique_static_name
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}
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:style(Styles.sprite22)
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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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-- Check if the warp is too close to water
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local water_tiles = surface.find_tiles_filtered{ collision_mask = "water-tile", radius = config.standard_proximity_radius + 1, position = position }
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if #water_tiles > 0 then
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player_return({'expcore-commands.command-fail', {'warp-list.too-close-to-water', config.standard_proximity_radius + 1}}, 'orange_red', player)
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if game.player then game.player.play_sound{ path = 'utility/wire_pickup' } end
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for _, tile in pairs(water_tiles) do
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rendering.draw_sprite{
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sprite = 'utility/rail_path_not_possible',
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x_scale = 0.5,
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y_scale = 0.5,
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target = tile.position,
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surface = surface,
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players = {player},
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time_to_live = 60
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}
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end
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return
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end
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-- Check if there are player entities in the way (has a bigger radius because the enities that can be placed by a player are larger)
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local entities = surface.find_entities_filtered{
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radius = config.standard_proximity_radius + 2.5,
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position = position,
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collision_mask = {
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'item', 'object', 'player', 'water_tile'
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}
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}
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-- Remove 1 because that is the current player
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if #entities > 1 then
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player_return({'expcore-commands.command-fail', {'warp-list.too-close-to-entities', config.standard_proximity_radius + 2.5}}, 'orange_red', player)
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if game.player then game.player.play_sound{path='utility/wire_pickup'} end
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local character = player.character
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for _, entity in pairs(entities) do
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if entity ~= character then
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rendering.draw_sprite{
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sprite = 'utility/rail_path_not_possible',
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x_scale = 0.5,
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y_scale = 0.5,
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target = entity,
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surface = surface,
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players = {player},
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time_to_live = 60
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}
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end
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end
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return
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end
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-- Create the warp
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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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--- Warp icon button, this will trigger a warp when the player is able to
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-- @element warp_icon_button
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local warp_icon_button =
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Gui.element(function(definition, parent, warp)
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local warp_position = warp.position
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-- The SpritePath type is not the same as the SignalID type
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local sprite = warp.icon.type .. '/' ..warp.icon.name
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if warp.icon.type == 'virtual' then
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sprite = 'virtual-signal/' ..warp.icon.name
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end
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-- Draw the element
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return parent.add{
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type = 'sprite-button',
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sprite = sprite,
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name = definition.name,
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tooltip = {'warp-list.goto-tooltip', warp_position.x, warp_position.y},
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style = 'slot_button'
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}
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end)
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:style(Styles.sprite32)
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:static_name(Gui.unique_static_name)
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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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PlayerCooldown:set(player, config.update_smoothing*config.cooldown_duration)
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end
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PlayerInRange:set(player, warp_id)
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end)
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--- The button that is visible when the warp is in edit state
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-- @element warp_icon_editing
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local warp_icon_editing =
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Gui.element(function(definition, parent, warp)
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return parent.add{
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name = definition.name,
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type = 'choose-elem-button',
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elem_type = 'signal',
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signal = {type = warp.icon.type, name = warp.icon.name},
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tooltip = {'warp-list.goto-edit'}
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}
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end)
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:static_name(Gui.unique_static_name)
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:style(Styles.sprite32)
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--- Warp label, visible if the player is not in edit state
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-- @element warp_label
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local warp_label =
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Gui.element(function(definition, 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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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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name = definition.name
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}
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end)
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:style{
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single_line = true,
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left_padding = 2,
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right_padding = 2,
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horizontally_stretchable = true
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}
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:on_click(function(player, element, _)
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local warp_id = element.parent.caption
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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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:static_name(Gui.unique_static_name)
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--- Warp status, visible if the player is not in edit state
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--- This will show if the warp is connected or not
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-- @element warp_status
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local warp_status =
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Gui.element{
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type = 'label',
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caption = '[img=utility/electricity_icon_unplugged]', -- Temporary icon
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name = Gui.unique_static_name
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}
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:style{
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-- When editing mode because textbox is larger the icon would move up.
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top_padding = 1,
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single_line = false,
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}
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--- Warp textfield, visible if the player is in edit state
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-- @element warp_textfield
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local warp_textfield =
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Gui.element(function(definition, parent, warp)
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-- Draw the element
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return parent.add{
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type = 'textfield',
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text = warp.name,
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clear_and_focus_on_right_click = true,
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name = definition.name
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}
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end)
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:style{
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-- Required fields to make it squashable and strechable.
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minimal_width = 10,
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maximal_width = 300,
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horizontally_squashable = true,
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horizontally_stretchable = true,
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-- Other styling
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height = 22,
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padding = -2,
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left_margin = 2,
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right_margin = 2,
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}
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:on_confirmed(function(player, element, _)
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local warp_id = element.parent.caption
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local warp_name = element.text
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local warp_icon = element.parent.parent['icon-'..warp_id][warp_icon_editing.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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:static_name(Gui.unique_static_name)
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--- Confirms the edit to name or icon of the warp
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-- @element confirm_edit_button
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local confirm_edit_button =
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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 = {'warp-list.confirm-tooltip'},
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style = 'shortcut_bar_button_green',
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name = Gui.unique_static_name
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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.caption
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local warp_name = element.parent.parent['name-'..warp_id][warp_textfield.name].text
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local warp_icon = element.parent.parent['icon-'..warp_id][warp_icon_editing.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_button
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local cancel_edit_button =
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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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name = Gui.unique_static_name
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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.caption
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-- Check if this is the first edit, if so remove the warp.
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local warp = Warps.get_warp(warp_id)
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if warp.updates == 1 then
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Warps.remove_warp(warp_id)
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return
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end
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Warps.set_editing(warp_id, player.name)
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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 remove_warp_button
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local remove_warp_button =
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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.remove-tooltip'},
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style = 'shortcut_bar_button_red',
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name = Gui.unique_static_name
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}
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:style(Styles.sprite22)
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:on_click(function(_, element)
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local warp_id = element.parent.caption
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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_button
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local edit_warp_button =
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Gui.element{
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type = 'sprite-button',
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sprite = 'utility/rename_icon',
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tooltip = {'warp-list.edit-tooltip-none'},
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style = 'shortcut_bar_button',
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name = Gui.unique_static_name
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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.caption
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Warps.set_editing(warp_id, player.name, true)
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end)
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local update_all_warp_elements
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--- Set of three elements which make up each row of the warp table
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-- @element add_warp_elements
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local add_warp_elements =
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Gui.element(function(_, parent, warp)
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-- Add icon flow, this will contain the warp button and warp icon edit button
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local icon_flow = parent.add{
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name = 'icon-'..warp.warp_id,
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type = 'flow',
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caption = warp.warp_id
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}
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icon_flow.style.padding = 0
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-- Add the button and the icon edit button
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warp_icon_button(icon_flow, warp)
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warp_icon_editing(icon_flow, warp)
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-- Add name flow, this will contain the warp label and textbox
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local name_flow = parent.add{
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type = 'flow',
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name = 'name-'..warp.warp_id,
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caption = warp.warp_id
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}
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name_flow.style.padding = 0
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-- Add the label and textfield of the warp
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warp_status(name_flow)
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warp_label(name_flow, warp)
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warp_textfield(name_flow, warp)
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-- Add button flow, this will contain buttons to manage this specific warp
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local button_flow = parent.add{
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type = 'flow',
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name = 'button-'..warp.warp_id,
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caption = warp.warp_id
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}
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button_flow.style.padding = 0
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-- Add both edit state buttons
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confirm_edit_button(button_flow)
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cancel_edit_button(button_flow)
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edit_warp_button(button_flow)
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remove_warp_button(button_flow)
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-- Return the warp flow elements
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return { icon_flow, name_flow, button_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_elements(parent, warp_id)
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Gui.destroy_if_valid(parent['icon-'..warp_id])
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Gui.destroy_if_valid(parent['name-'..warp_id])
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Gui.destroy_if_valid(parent['button-'..warp_id])
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end
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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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name = Gui.unique_static_name,
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tooltip = {'warp-list.timer-tooltip-zero', config.cooldown_duration},
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minimum_value = 0,
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maximum_value = config.cooldown_duration*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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local warp_list_container
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-- Helper function to style and enable or disable a button element
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local function update_warp_elements(element, warp, warp_player_is_on, on_cooldown, bypass_warp_proximity)
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-- Check if button element is valid
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if not element or not element.valid then return end
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local label_style = element.parent.parent['name-'..warp.warp_id][warp_label.name].style
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local warp_status_element = element.parent.parent['name-'..warp.warp_id][warp_status.name]
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-- If player is not on a warp
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if not warp_player_is_on then
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-- If player is allowed to warp without being on a warp. If not then disable the warp location
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if bypass_warp_proximity then
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local position = warp.position
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element.tooltip = {'warp-list.goto-bypass', position.x, position.y}
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element.enabled = true
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warp_status_element.tooltip = {'warp-list.goto-bypass', position.x, position.y}
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warp_status_element.caption = warp_status_icons.bypass
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label_style.font = 'default-semibold'
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else
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element.tooltip = {'warp-list.goto-disabled'}
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element.enabled = false
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warp_status_element.tooltip = {'warp-list.goto-disabled'}
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warp_status_element.caption = warp_status_icons.not_available
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label_style.font = 'default'
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end
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-- If player is on the warp that is being updated
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elseif warp_player_is_on.warp_id == warp.warp_id then
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element.tooltip = {'warp-list.goto-same-warp'}
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element.enabled = false
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warp_status_element.tooltip = {'warp-list.goto-same-warp'}
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warp_status_element.caption = warp_status_icons.current
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label_style.font = 'default'
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-- If player is on cooldown
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elseif on_cooldown then
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element.tooltip = {'warp-list.goto-cooldown'}
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element.enabled = false
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warp_status_element.tooltip = {'warp-list.goto-cooldown'}
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warp_status_element.caption = warp_status_icons.cooldown
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label_style.font = 'default'
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else
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-- If the warp the player is standing on is the same as the warp that is being updated
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local warp_electric_network_id = warp.electric_pole and warp.electric_pole.electric_network_id or -1
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local player_warp_electric_network_id = warp_player_is_on.electric_pole and warp_player_is_on.electric_pole.electric_network_id or -2
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if warp_electric_network_id == player_warp_electric_network_id then
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local position = warp.position
|
|
element.tooltip = {'warp-list.goto-tooltip', position.x, position.y}
|
|
element.enabled = true
|
|
warp_status_element.tooltip = {'warp-list.goto-tooltip', position.x, position.y}
|
|
warp_status_element.caption = warp_status_icons.connected
|
|
label_style.font = 'default-semibold'
|
|
-- If the warp is not on the same network but the player is allowed to warp without being on a warp
|
|
elseif bypass_warp_proximity then
|
|
local position = warp.position
|
|
element.tooltip = {'warp-list.goto-bypass-different-network', position.x, position.y}
|
|
element.enabled = true
|
|
warp_status_element.tooltip = {'warp-list.goto-bypass-different-network', position.x, position.y}
|
|
warp_status_element.caption = warp_status_icons.bypass
|
|
label_style.font = 'default-semibold'
|
|
-- If the warp is on a different network than the one the player is standing on
|
|
else
|
|
element.tooltip = {'warp-list.goto-different-network'}
|
|
element.enabled = false
|
|
warp_status_element.tooltip = {'warp-list.goto-different-network'}
|
|
warp_status_element.caption = warp_status_icons.different
|
|
label_style.font = 'default'
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Update the warp buttons for a player
|
|
function update_all_warp_elements(player, timer, warp_id)
|
|
-- Get the warp table
|
|
local frame = Gui.get_left_element(player, warp_list_container)
|
|
local scroll_table = frame.container.scroll.table
|
|
|
|
-- Check if the player is currenty on cooldown
|
|
timer = timer or PlayerCooldown:get(player)
|
|
local on_cooldown = timer > 0
|
|
-- Get the warp the player is on
|
|
warp_id = warp_id or PlayerInRange:get(player)
|
|
local warp_player_is_on = warp_id and Warps.get_warp(warp_id) or nil
|
|
-- Check player permission
|
|
local bypass_warp_proximity = check_player_permissions(player, 'bypass_warp_proximity')
|
|
|
|
-- Change the enabled state of the warp buttons
|
|
local warp_ids = Warps.get_force_warp_ids(player.force.name)
|
|
for _, next_warp_id in pairs(warp_ids) do
|
|
local element = scroll_table['icon-'..next_warp_id][warp_icon_button.name]
|
|
local next_warp = Warps.get_warp(next_warp_id)
|
|
update_warp_elements(element, next_warp, warp_player_is_on, on_cooldown, bypass_warp_proximity)
|
|
end
|
|
end
|
|
|
|
--- Updates a warp for a player
|
|
local function update_warp(player, warp_table, warp_id)
|
|
local warp = Warps.get_warp(warp_id)
|
|
|
|
-- If the warp no longer exists then remove the warp elements from the warp table
|
|
if not warp then
|
|
remove_warp_elements(warp_table, warp_id)
|
|
return
|
|
end
|
|
|
|
-- Create the warp elements if they do not already exist
|
|
if not warp_table['icon-'..warp_id] then
|
|
add_warp_elements(warp_table, warp)
|
|
end
|
|
local icon_flow = warp_table['icon-'..warp_id]
|
|
local name_flow = warp_table['name-'..warp_id]
|
|
local button_flow = warp_table['button-'..warp_id]
|
|
|
|
-- Create local references to the elements for this warp
|
|
local warp_icon_element = icon_flow[warp_icon_button.name]
|
|
local warp_icon_edit_element = icon_flow[warp_icon_editing.name]
|
|
|
|
local label_element = name_flow[warp_label.name]
|
|
local textfield_element = name_flow[warp_textfield.name]
|
|
|
|
local cancel_edit_element = button_flow[cancel_edit_button.name]
|
|
local confirm_edit_element = button_flow[confirm_edit_button.name]
|
|
|
|
local edit_warp_element = button_flow[edit_warp_button.name]
|
|
local remove_warp_element = button_flow[remove_warp_button.name]
|
|
|
|
-- Hide the edit button if the player is not allowed to edit the warp
|
|
local player_allowed_edit = check_player_permissions(player, 'allow_edit_warp', warp)
|
|
local players_editing = table.get_keys(warp.currently_editing)
|
|
edit_warp_element.visible = player_allowed_edit
|
|
|
|
-- Set the tooltip of the edit button
|
|
if #players_editing > 0 then
|
|
edit_warp_element.hovered_sprite = 'utility/warning_icon'
|
|
edit_warp_element.tooltip = {'warp-list.edit-tooltip', table.concat(players_editing, ', ')}
|
|
else
|
|
edit_warp_element.hovered_sprite = edit_warp_element.sprite
|
|
edit_warp_element.tooltip = {'warp-list.edit-tooltip-none'}
|
|
end
|
|
|
|
-- Set the visibility of the warp elements based on whether the user is editing or not
|
|
local player_is_editing = warp.currently_editing[player.name]
|
|
if player_is_editing then
|
|
-- Set the icon elements visibility
|
|
warp_icon_element.visible = false
|
|
warp_icon_edit_element.visible = true
|
|
-- Set the name elements visibility
|
|
label_element.visible = false
|
|
textfield_element.visible = true
|
|
textfield_element.focus()
|
|
warp_table.parent.scroll_to_element(textfield_element, 'top-third')
|
|
-- Set the edit buttons
|
|
cancel_edit_element.visible = true
|
|
confirm_edit_element.visible = true
|
|
-- Set the warp buttons
|
|
edit_warp_element.visible = false
|
|
remove_warp_element.visible = false
|
|
else
|
|
-- Set the icon elements visibility
|
|
warp_icon_element.visible = true
|
|
-- The SpritePath type is not the same as the SignalID type
|
|
local sprite = warp.icon.type .. '/' ..warp.icon.name
|
|
if warp.icon.type == 'virtual' then
|
|
sprite = 'virtual-signal/' ..warp.icon.name
|
|
end
|
|
warp_icon_element.sprite = sprite
|
|
-- Set icon edit to the warps icon
|
|
warp_icon_edit_element.elem_value = warp.icon
|
|
warp_icon_edit_element.visible = false
|
|
-- Set the name elements visibility
|
|
label_element.visible = true
|
|
label_element.caption = warp.name
|
|
textfield_element.visible = false
|
|
textfield_element.text = warp.name
|
|
-- Set the edit buttons
|
|
cancel_edit_element.visible = false
|
|
confirm_edit_element.visible = false
|
|
-- Set the warp buttons
|
|
edit_warp_element.visible = true and player_allowed_edit
|
|
remove_warp_element.visible = true and player_allowed_edit
|
|
end
|
|
|
|
local timer = PlayerCooldown:get(player)
|
|
local current_warp_id = PlayerInRange:get(player)
|
|
local to_warp = current_warp_id and Warps.get_warp(current_warp_id) or nil
|
|
local bypass_warp_proximity = check_player_permissions(player, 'bypass_warp_proximity')
|
|
update_warp_elements(warp_icon_element, warp, to_warp, timer > 0, bypass_warp_proximity)
|
|
end
|
|
|
|
-- Update all the warps for a player
|
|
local function update_all_warps(player, warp_table)
|
|
local warp_ids = Warps.get_force_warp_ids(player.force.name)
|
|
warp_table.clear()
|
|
for _, warp_id in ipairs(warp_ids) do
|
|
update_warp(player, warp_table, warp_id)
|
|
end
|
|
end
|
|
|
|
-- Update all warps for all players on a force
|
|
local function update_all_warp_force(force)
|
|
local warp_ids = Warps.get_force_warp_ids(force.name)
|
|
for _, player in pairs(force.connected_players) do
|
|
local frame = Gui.get_left_element(player, warp_list_container)
|
|
local warp_table = frame.container.scroll.table
|
|
|
|
warp_table.clear() -- Needed to re-sort the warps
|
|
for _, warp_id in ipairs(warp_ids) do
|
|
update_warp(player, warp_table, warp_id)
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Main warp list container for the left flow
|
|
-- @element warp_list_container
|
|
warp_list_container =
|
|
Gui.element(function(definition, parent)
|
|
local player = Gui.get_player_from_element(parent)
|
|
-- Check if user has permission to add warps
|
|
local allow_add_warp = check_player_permissions(player, 'allow_add_warp')
|
|
|
|
-- Draw the internal container
|
|
local container = Gui.container(parent, definition.name, allow_add_warp and 268 or 220)
|
|
|
|
-- Draw the header
|
|
local header = Gui.header(
|
|
container,
|
|
{'warp-list.main-caption'},
|
|
{
|
|
'warp-list.sub-tooltip',
|
|
config.cooldown_duration,
|
|
config.standard_proximity_radius,
|
|
{'warp-list.sub-tooltip-current',warp_status_icons.current},
|
|
{'warp-list.sub-tooltip-connected',warp_status_icons.connected},
|
|
{'warp-list.sub-tooltip-different',warp_status_icons.different},
|
|
{'warp-list.sub-tooltip-cooldown',warp_status_icons.cooldown},
|
|
{'warp-list.sub-tooltip-not_available',warp_status_icons.not_available},
|
|
{'warp-list.sub-tooltip-bypass',warp_status_icons.bypass},
|
|
},
|
|
true
|
|
)
|
|
|
|
-- Draw the new warp button
|
|
local add_new_warp_element = add_new_warp(header)
|
|
add_new_warp_element.visible = allow_add_warp
|
|
|
|
-- Draw the scroll table for the warps
|
|
local scroll_table = Gui.scroll_table(container, 250, 3)
|
|
-- Set the scroll panel to always show the scrollbar (not doing this will result in a changing gui size)
|
|
scroll_table.parent.vertical_scroll_policy = 'always'
|
|
|
|
-- Change the style of the scroll table
|
|
local scroll_table_style = scroll_table.style
|
|
scroll_table_style.top_cell_padding = 3
|
|
scroll_table_style.bottom_cell_padding = 3
|
|
|
|
-- Draw the warp cooldown progress bar
|
|
local warp_timer_element = warp_timer(container)
|
|
|
|
-- Change the progress of the warp timer
|
|
local timer = PlayerCooldown:get(player)
|
|
if timer > 0 then
|
|
warp_timer_element.tooltip = {'warp-list.timer-tooltip', math.floor(timer/config.update_smoothing)}
|
|
warp_timer_element.value = 1 - (timer/config.update_smoothing/config.cooldown_duration)
|
|
else
|
|
warp_timer_element.tooltip = {'warp-list.timer-tooltip-zero', config.cooldown_duration}
|
|
warp_timer_element.value = 1
|
|
end
|
|
|
|
-- Add any existing warps
|
|
update_all_warps(player, scroll_table)
|
|
|
|
-- Return the external container
|
|
return container.parent
|
|
end)
|
|
:static_name(Gui.unique_static_name)
|
|
:add_to_left_flow()
|
|
|
|
--- Button on the top flow used to toggle the warp list container
|
|
-- @element toggle_warp_list
|
|
Gui.left_toolbar_button(config.default_icon.type ..'/'..config.default_icon.name, {'warp-list.main-tooltip'}, warp_list_container, function(player)
|
|
return Roles.player_allowed(player, 'gui/warp-list')
|
|
end)
|
|
:on_event(Gui.events.on_visibility_changed_by_click, function(player, _,event)
|
|
-- Set gui keep open state for player that clicked the button: true if visible, false if invisible
|
|
keep_gui_open[player.name] = event.state
|
|
end)
|
|
|
|
--- When the name of a warp is updated this is triggered
|
|
Warps.on_update(function(_, warp, old_warp)
|
|
-- Get the force to update, warp is nil when removed
|
|
if warp then
|
|
update_all_warp_force(game.forces[warp.force_name])
|
|
else
|
|
update_all_warp_force(game.forces[old_warp.force_name])
|
|
end
|
|
end)
|
|
|
|
--- When the player leaves or enters range of a warp this is triggered
|
|
PlayerInRange:on_update(function(player_name, warp_id)
|
|
local player = game.players[player_name]
|
|
|
|
-- 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, warp_id ~= nil)
|
|
end
|
|
|
|
update_all_warp_elements(player, nil, warp_id)
|
|
end)
|
|
|
|
--- Update the warp cooldown progress bars to match the current cooldown
|
|
PlayerCooldown:on_update(function(player_name, player_cooldown)
|
|
-- 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
|
|
if player_cooldown and player_cooldown > 0 then
|
|
warp_timer_element.tooltip = {'warp-list.timer-tooltip', math.floor(player_cooldown/config.update_smoothing)}
|
|
warp_timer_element.value = 1 - (player_cooldown/config.update_smoothing/config.cooldown_duration)
|
|
else
|
|
warp_timer_element.tooltip = {'warp-list.timer-tooltip-zero', config.cooldown_duration}
|
|
warp_timer_element.value = 1
|
|
end
|
|
|
|
-- Trigger update of buttons if cooldown is now 0
|
|
if player_cooldown == 0 then
|
|
update_all_warp_elements(player, player_cooldown, nil)
|
|
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()
|
|
PlayerCooldown:update_all(function(_, player_cooldown)
|
|
if player_cooldown > 0 then return player_cooldown - 1 end
|
|
end)
|
|
|
|
local force_warps = {}
|
|
local warps = {}
|
|
for _, player in pairs(game.connected_players) do
|
|
local was_in_range = PlayerInRange:get(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 = nil
|
|
local closest_distance = nil
|
|
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 cached
|
|
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 ~= nil and (closest_warp.warp_id == warp_ids.spawn and closest_distance < rs2 or closest_distance < r2)
|
|
if was_in_range and not in_range then
|
|
PlayerInRange:set(player, nil)
|
|
elseif not was_in_range and in_range then
|
|
---@cast closest_warp -nil
|
|
PlayerInRange:set(player, closest_warp.warp_id)
|
|
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 old_closest_warp_name = add_warp_element.tooltip[2] or closest_warp and closest_warp.name
|
|
local was_able_to_make_warp = add_warp_element.enabled
|
|
local can_make_warp = closest_distance == nil or 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 or closest_warp and (old_closest_warp_name ~= closest_warp.name) then
|
|
---@cast closest_warp -nil
|
|
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.players[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)
|
|
Warps.make_warp_tag(spawn_id)
|
|
|
|
local entities = player.surface.find_entities_filtered{type='electric-pole', position=spawn_position, radius=20, limit=1}
|
|
if entities and entities[1] then
|
|
local warp = Warps.get_warp(spawn_id)
|
|
warp.electric_pole = entities[1]
|
|
end
|
|
end
|
|
end)
|
|
|
|
--- Update the warps when the player joins
|
|
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
|
|
|
|
-- Check if user has permission to add warps
|
|
local allow_add_warp = check_player_permissions(player, 'allow_add_warp')
|
|
-- Update container size depending on whether the player is allowed to add warps
|
|
container.parent.style.width = allow_add_warp and 268 or 220
|
|
|
|
-- 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 = 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 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 warp_tag = warp.tag
|
|
if not warp_tag or not warp_tag.valid or warp_tag == 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)
|