mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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398 lines
13 KiB
Lua
398 lines
13 KiB
Lua
--[[-- Gui Module - Player List
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- Adds a player list to show names and play time; also includes action buttons which can apply to players
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@gui Player-List
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@alias player_list
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]]
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local Gui = require 'expcore.gui' --- @dep expcore.gui
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local Roles = require 'expcore.roles' --- @dep expcore.roles
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local Store = require 'expcore.store' --- @dep expcore.store
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local Game = require 'utils.game' --- @dep utils.game
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local Event = require 'utils.event' --- @dep utils.event
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local config = require 'config.action_buttons' --- @dep config.action_buttons
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local Colors = require 'resources.color_presets' --- @dep resources.color_presets
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require 'expcore.toolbar' --- @dep expcore.toolbar
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Gui.require_concept('label')
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Gui.require_concept('button')
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Gui.require_concept('text_field')
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Gui.require_concept('frame')
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Gui.require_style('expstyle')
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local action_player_store = 'gui.left.player-list.action-player'
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local action_name_store = 'gui.left.player-list.action-name'
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--- Name label that alows zoom to map
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-- @element zoom_to_map
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local zoom_to_map =
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Gui.new_concept('label')
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:new_event('on_click',defines.events.on_gui_click)
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:on_click(function(event)
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local action_player_name = event.element.caption
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local action_player = Game.get_player_from_any(action_player_name)
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if event.button == defines.mouse_button_type.left then
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-- lmb will zoom to map
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local position = action_player.position
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event.player.zoom_to_world(position,1.75)
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else
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-- rmb will open settings
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local player_name = event.player.name
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local old_action_player_name = Store.get(action_player_store,player_name)
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if action_player_name == old_action_player_name then
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Store.clear(action_player_store,player_name) -- will close if already open
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else
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Store.set(action_player_store,player_name,action_player_name)
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end
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end
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end)
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:define_pre_draw(function(properties,parent,element)
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-- Place the button into a flow
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local flow =
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parent.add{
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type = 'flow',
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}
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return element, flow
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end)
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:define_draw(function(properties,parent,element,player,role_name)
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local player_name = player.name
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element.caption = player_name
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element.tooltip = {'player-list.open-map',player_name,player.tag,role_name}
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Gui.set_padding(element,0,0,0,2)
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element.style.font_color = player.chat_color
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end)
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--- Right align for the time label
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-- @element right_align
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local right_align =
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Gui.new_concept('alignment')
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--- Shows the players online time
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-- @element time_label
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local time =
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Gui.new_concept('time_label')
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:set_time_format{minutes = true}
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:set_time(0)
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:define_draw(function(properties,parent,element)
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Gui.set_padding(element)
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end)
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--- Button used to open the action bar
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-- @element open_action_bar
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local open_action_bar =
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Gui.new_concept('button')
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:set_sprite('utility/expand_dots_white')
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:set_tooltip{'player-list.open-action-bar'}
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:define_pre_draw(function(properties,parent,element,action_player_name)
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-- Place the button into a flow
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local flow =
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parent.add{
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type = 'flow',
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name = action_player_name
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}
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return element, flow
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end)
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:define_draw(function(properties,parent,element)
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-- Update the style of the element
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element.style = 'frame_button'
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local style = element.style
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style.padding = -2
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style.width = 8
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style.height = 14
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end)
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:on_click(function(event)
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-- Open the action bar when pressed
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local element = event.element
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local player_name = event.player.name
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local new_action_player_name = element.parent.name
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local action_player_name = Store.get(action_player_store,player_name)
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if action_player_name == new_action_player_name then
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Store.clear(action_player_store,player_name) -- will close if already open
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else
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Store.set(action_player_store,player_name,new_action_player_name)
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end
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end)
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--- Button used to close the action bar
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-- @element close_action_bar
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local close_action_bar =
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Gui.new_concept('button')
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:set_sprite('utility/close_black','utility/close_white')
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:set_tooltip{'player-list.close-action-bar'}
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:define_draw(function(properties,parent,element)
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-- Update the style of the element
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element.style = 'tool_button'
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local style = element.style
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style.padding = -1
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style.height = 28
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style.width = 28
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end)
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:on_click(function(event)
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-- Close the action bar
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local player_name = event.player.name
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Store.clear(action_player_store,player_name)
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Store.clear(action_name_store,player_name)
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end)
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--- Adds all the player info into the content table
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-- @element player_info
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local player_info =
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Gui.new_concept()
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:define_draw(function(properties,parent,element,player,role_name)
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local player_name = player.name
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open_action_bar:draw(parent,nil,player_name)
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zoom_to_map:draw(parent,nil,player,role_name)
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time:update_time(time:draw(right_align:draw(parent,time.name..player_name)),player.online_time)
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end)
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--- Stores all the online players
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-- @element content_table
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local content_table =
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Gui.new_concept('scroll_table')
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:set_height(188)
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:set_column_count(3)
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--- Stores all the action buttons
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-- @element action_bar
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local action_bar =
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Gui.new_concept('frame')
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:define_draw(function(properties,parent,element)
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element.style = 'subfooter_frame'
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Gui.set_padding(element,1,1,3,3)
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local style = element.style
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style.horizontally_stretchable = true
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style.height = 35
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close_action_bar:draw(element)
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local player = Gui.get_player_from_element(element)
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local action_player = Store.get(action_player_store,player.name)
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for action_name,buttons in pairs(config) do
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local permission_flow =
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element.add{
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type='flow',
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name=action_name
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}
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for _,button in ipairs(buttons) do
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button:draw(permission_flow)
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end
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if not Roles.player_allowed(player,action_name) then
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permission_flow.visible = false
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end
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if buttons.auth and action_player and not buttons.auth(player,action_player) then
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permission_flow.visible = false
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end
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end
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if not action_player then
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element.visible = false
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end
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end)
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--- Text entry for reason
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-- @element reason_field
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local reason_field =
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Gui.new_concept('text_field')
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:set_tooltip{'player-list.reason-entry'}
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:define_draw(function(properties,parent,element)
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element.style = 'stretchable_textfield'
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local style = element.style
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style.padding = 0
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style.minimal_width = 160
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style.height = 28
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end)
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--- Button used to confirm a reason
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-- @element reason_confirm
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local reason_confirm =
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Gui.new_concept('button')
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:set_sprite('utility/confirm_slot')
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:set_tooltip{'player-list.reason-confirm'}
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:define_draw(function(properties,parent,element)
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-- Update the style of the element
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element.style = 'tool_button'
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local style = element.style
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style.padding = -1
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style.height = 28
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style.width = 28
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end)
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:on_click(function(event)
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-- Confirm the reason given
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local element = event.element
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local player_name = event.player.name
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local reason = element.parent.entry.text or 'Non Given'
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local action_name = Store.get(action_name_store,player_name)
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local reason_callback = config[action_name].reason_callback
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reason_callback(event.player,reason)
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Store.clear(action_player_store,player_name)
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Store.clear(action_name_store,player_name)
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element.parent.entry.text = ''
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end)
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--- Stores the reason entry and confirmation button
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-- @element reason_bar
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local reason_bar =
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Gui.new_concept('frame')
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:define_draw(function(properties,parent,element)
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element.style = 'subfooter_frame'
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Gui.set_padding(element,-1,-1,3,3)
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local style = element.style
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style.horizontally_stretchable = true
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style.height = 35
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local player = Gui.get_player_from_element(element)
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local action_name = Store.get(action_name_store,player.name)
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element.visible = action_name ~= nil
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reason_field:draw(element)
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reason_confirm:draw(element)
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end)
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--- Updates the action bar
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local player_list
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local function update_action_bar(player)
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local content = player_list:get_content(player)
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local element = Gui.find(content,action_bar)
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local action_player_name = Store.get(action_player_store,player.name)
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if not action_player_name then
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element.visible = false
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else
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local action_player = Game.get_player_from_any(action_player_name)
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if not action_player.connected then
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element.visible = false
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Store.clear(action_player_store,player.name) -- clears store if player is offline
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Store.clear(action_name_store,player.name)
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else
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element.visible = true
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for action_name,buttons in pairs(config) do
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if buttons.auth and not buttons.auth(player,action_player) then
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print(action_name)
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element[action_name].visible = false
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elseif Roles.player_allowed(player,action_name) then
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element[action_name].visible = true
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end
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end
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end
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end
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end
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--- Adds fake players to the player list
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local function add_fake_players(content_area,count)
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local role_name = 'Fake Player'
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for i = 1,count do
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local player = {
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name='Player '..i,
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index=0-i,
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tag='',
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online_time=math.random(0,game.tick),
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afk_time=math.random(0,game.tick),
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chat_color=table.get_random_dictionary_entry(Colors)
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}
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player_info:draw(content_area,nil,player,role_name)
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end
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end
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--- Registers the player list
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-- @element player_list
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player_list =
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Gui.new_concept('toolbar-frame')
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:set_permission_alias('gui/player-list')
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:set_sprite('entity/character')
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:set_tooltip{'player-list.main-tooltip'}
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:set_open_by_default(true)
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:set_direction('vertical')
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:define_draw(function(properties,parent,element)
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local content_area =
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content_table:draw(element)
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action_bar:draw(element)
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reason_bar:draw(element)
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local players = {}
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for _,next_player in pairs(game.connected_players) do
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local highest_role = Roles.get_player_highest_role(next_player)
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if not players[highest_role.name] then
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players[highest_role.name] = {}
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end
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table.insert(players[highest_role.name],next_player)
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end
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for _,role_name in pairs(Roles.config.order) do
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if players[role_name] then
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for _,next_player in pairs(players[role_name]) do
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player_info:draw(content_area,nil,next_player,role_name)
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end
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end
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end
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add_fake_players(content_area,4)
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end)
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:on_update(function(event)
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local list = Gui.find(event.element,content_table,'table')
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for _,next_player in pairs(game.connected_players) do
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local time_element = Gui.find(list,time.name..next_player.name,time)
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if time_element and time_element.valid then
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time:update_time(time_element,next_player.online_time)
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end
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end
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end)
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--- When the action player is changed the action bar will update
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Store.register(action_player_store,function(value,category)
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local player = Game.get_player_from_any(category)
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update_action_bar(player)
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local frame = player_list:get_content(player)
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local data_table = Gui.find(frame,content_table,'table')
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for _,next_player in pairs(game.connected_players) do
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local element = Gui.find(data_table,next_player.name,open_action_bar)
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local style = 'frame_button'
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if next_player.name == value then
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style = 'tool_button'
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end
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element.style = style
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style = element.style
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style.padding = -2
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style.width = 8
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style.height = 14
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end
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end)
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--- When the action name is changed the reason input will update
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Store.register(action_name_store,function(value,category)
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local player = Game.get_player_from_any(category)
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local frame = player_list:get_content(player)
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local element = Gui.find(frame,reason_bar)
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if value then
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local action_player_name = Store.get(action_player_store,category)
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local action_player = Game.get_player_from_any(action_player_name)
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if action_player.connected then
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element.visible = true
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else
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Store.clear(action_player_store,category) -- clears store if player is offline
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Store.clear(action_name_store,category)
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end
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else
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element.visible = false
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end
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end)
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--- Many events which trigger the gui to be re drawn, it will also update the times every 30 seconds
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local update = function(event) player_list:update_all(event) end
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Event.on_nth_tick(1800,update)
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Event.add(defines.events.on_player_joined_game,update)
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Event.add(defines.events.on_player_left_game,update)
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Event.add(Roles.events.on_role_assigned,update)
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Event.add(Roles.events.on_role_unassigned,update)
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return player_list |