Files
factorio-scenario-ExpCluster/modules/gui/vlayer.lua
2023-12-30 16:50:04 +00:00

406 lines
13 KiB
Lua

--[[-- Gui Module - Virtual Layer
- Adds a virtual layer to store power to save space.
@gui Virtual Layer
@alias vlayer_container
]]
local Gui = require 'expcore.gui' --- @dep expcore.gui
local Roles = require 'expcore.roles' --- @dep expcore.roles
local Event = require 'utils.event' --- @dep utils.event
local format_number = require('util').format_number --- @dep util
local config = require 'config.vlayer' --- @dep config.vlayer
local vlayer = require 'modules.control.vlayer'
local function format_energy(amount, unit)
if amount < 1 then
return '0 ' .. unit
end
local suffix = ''
local suffix_list = {
['T'] = 1000000000000,
['G'] = 1000000000,
['M'] = 1000000,
['k'] = 1000
}
for letter, limit in pairs (suffix_list) do
if math.abs(amount) >= limit then
amount = string.format('%.1f', amount / limit)
suffix = letter
break
end
end
local formatted, k = amount
while true do
formatted, k = string.gsub(formatted, '^(-?%d+)(%d%d%d)', '%1,%2')
if (k == 0) then
break
end
end
return formatted .. ' ' .. suffix .. unit
end
local function vlayer_convert_chest(player)
local entities = player.surface.find_entities_filtered{position=player.position, radius=8, name='steel-chest', force=player.force, limit=1}
if (not entities or #entities == 0) then
player.print('No steel chest detected')
return
end
local entity = entities[1]
local pos = entity.position
if (not entity.get_inventory(defines.inventory.chest).is_empty()) then
player.print('Chest is not emptied')
return nil
end
entity.destroy()
return {x=string.format('%.1f', pos.x), y=string.format('%.1f', pos.y)}
end
--- Display label for the number of solar panels
-- @element vlayer_gui_display_item_solar_name
local vlayer_gui_display_item_solar_name =
Gui.element{
type = 'label',
name = 'vlayer_display_item_solar_name',
caption = '[img=entity/solar-panel] Solar Panel',
style = 'heading_1_label'
}:style{
width = 200
}
local vlayer_gui_display_item_solar_count =
Gui.element{
type = 'label',
name = 'vlayer_display_item_solar_count',
caption = '0',
style = 'heading_1_label'
}:style{
width = 120
}
--- Display label for the number of accumulators
-- @element vlayer_gui_display_item_accumulator_name
local vlayer_gui_display_item_accumulator_name =
Gui.element{
type = 'label',
name = 'vlayer_display_item_accumulator_name',
caption = '[img=entity/accumulator] Accumulator',
style = 'heading_1_label'
}:style{
width = 200
}
local vlayer_gui_display_item_accumulator_count =
Gui.element{
type = 'label',
name = 'vlayer_display_item_accumulator_count',
caption = '0',
style = 'heading_1_label'
}:style{
width = 120
}
--- Display label for the current energy production
-- @element vlayer_gui_display_signal_production_name
local vlayer_gui_display_signal_production_name =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_peak_name',
caption = '[virtual-signal=signal-P] Current Production',
style = 'heading_1_label'
}:style{
width = 200
}
local vlayer_gui_display_signal_production_count =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_peak_solar_count',
caption = '0',
style = 'heading_1_label'
}:style{
width = 120
}
--- Display label for the sustained energy production
-- @element vlayer_gui_display_signal_sustained_name
local vlayer_gui_display_signal_sustained_name =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_sustained_name',
caption = '[virtual-signal=signal-S] Sustained Production',
style = 'heading_1_label'
}:style{
width = 200
}
local vlayer_gui_display_signal_sustained_count =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_sustained_count',
caption = '0',
style = 'heading_1_label'
}:style{
width = 120
}
--- Display label for the sustained energy capacity
-- @element vlayer_gui_display_signal_capacity_name
local vlayer_gui_display_signal_capacity_name =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_max_name',
caption = '[virtual-signal=signal-C] Battery Capacity',
style = 'heading_1_label'
}:style{
width = 200
}
local vlayer_gui_display_signal_capacity_count =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_max_count',
caption = '0',
style = 'heading_1_label'
}:style{
width = 120
}
--- Display label for the current energy in storage
-- @element vlayer_gui_display_signal_current_name
local vlayer_gui_display_signal_current_name =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_current_name',
caption = '[virtual-signal=signal-E] Battery Charge',
style = 'heading_1_label'
}:style{
width = 200
}
local vlayer_gui_display_signal_current_count =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_current_count',
caption = '0',
style = 'heading_1_label'
}:style{
width = 120
}
--- A vertical flow containing all the displays labels and their counts
-- @element vlayer_display_set
local vlayer_display_set =
Gui.element(function(_, parent, name)
local vlayer_set = parent.add{type='flow', direction='vertical', name=name}
local disp = Gui.scroll_table(vlayer_set, 320, 2, 'disp')
vlayer_gui_display_item_solar_name(disp)
vlayer_gui_display_item_solar_count(disp)
vlayer_gui_display_item_accumulator_name(disp)
vlayer_gui_display_item_accumulator_count(disp)
vlayer_gui_display_signal_production_name(disp)
vlayer_gui_display_signal_production_count(disp)
vlayer_gui_display_signal_sustained_name(disp)
vlayer_gui_display_signal_sustained_count(disp)
vlayer_gui_display_signal_capacity_name(disp)
vlayer_gui_display_signal_capacity_count(disp)
vlayer_gui_display_signal_current_name(disp)
vlayer_gui_display_signal_current_count(disp)
return vlayer_set
end)
local function pos_to_gps_string(pos)
return '[gps=' .. string.format('%.1f', pos.x) .. ',' .. string.format('%.1f', pos.y) .. ']'
end
--- A button used to add a new storage input interface
-- @element vlayer_gui_control_storage_input
local vlayer_gui_control_storage_input =
Gui.element{
type = 'button',
caption = 'Add Input Storage'
}:style{
width = 160
}:on_click(function(player, element, _)
local pos = vlayer_convert_chest(player)
if (pos) then
vlayer.create_input_interface(player.surface, pos, player)
game.print(player.name .. ' built a vlayer storage input on ' .. pos_to_gps_string(pos))
end
element.enabled = (vlayer.get_interface_counts().storage_input < config.interface_limit.storage_input)
end)
--- A button used to add a new storage output interface
-- @element vlayer_gui_control_storage_output
local vlayer_gui_control_storage_output =
Gui.element{
type = 'button',
caption = 'Add Output Storage'
}:style{
width = 160
}:on_click(function(player, element, _)
local pos = vlayer_convert_chest(player)
if (pos) then
vlayer.create_output_interface(player.surface, pos, player)
game.print(player.name .. ' built a vlayer storage output on ' .. pos_to_gps_string(pos))
end
element.enabled = (vlayer.get_interface_counts().storage_output < config.interface_limit.storage_output)
end)
--- A button used to add a new circuit interface
-- @element vlayer_gui_control_circuit
local vlayer_gui_control_circuit =
Gui.element{
type = 'button',
caption = 'Add Circuit'
}:style{
width = 160
}:on_click(function(player, element, _)
local pos = vlayer_convert_chest(player)
if (pos) then
vlayer.create_circuit_interface(player.surface, pos, player)
game.print(player.name .. ' built a vlayer circuit on ' .. pos_to_gps_string(pos))
end
element.enabled = (vlayer.get_interface_counts().circuit < config.interface_limit.circuit)
end)
--- A button used to add a new energy interface
-- @element vlayer_gui_control_power
local vlayer_gui_control_power =
Gui.element{
type = 'button',
caption = 'Add Power'
}:style{
width = 160
}:on_click(function(player, element, _)
local pos = vlayer_convert_chest(player)
if (pos) then
if vlayer.create_energy_interface(player.surface, pos, player) then
game.print(player.name .. ' built a vlayer energy interface on ' .. pos_to_gps_string(pos))
else
player.print('Unable to build vlayer energy entity')
end
end
element.enabled = (vlayer.get_interface_counts().energy < config.interface_limit.energy)
end)
--- A button used to remove the closest vlayer interface
-- @element vlayer_gui_control_remove
local vlayer_gui_control_remove =
Gui.element{
type = 'button',
caption = 'Remove Special'
}:style{
width = 160
}:on_click(function(player, element, _)
local interface_type, interface_position = vlayer.remove_closest_interface(player.surface, player.position, 4)
if not interface_type then
return player.print('Interface not found in range, please move closer')
end
local interfaces = vlayer.get_interface_counts()
game.print(player.name .. ' removed a vlayer ' .. interface_type .. ' on ' .. pos_to_gps_string(interface_position))
element.parent[vlayer_gui_control_storage_input.name].enabled = (interfaces.storage_input < config.interface_limit.storage_input)
element.parent[vlayer_gui_control_storage_output.name].enabled = (interfaces.storage_output < config.interface_limit.storage_output)
element.parent[vlayer_gui_control_circuit.name].enabled = (interfaces.circuit < config.interface_limit.circuit)
element.parent[vlayer_gui_control_power.name].enabled = (interfaces.energy < config.interface_limit.energy)
end)
--- A vertical flow containing all the control buttons
-- @element vlayer_control_set
local vlayer_control_set =
Gui.element(function(_, parent, name)
local vlayer_set = parent.add{type='flow', direction='vertical', name=name}
local disp = Gui.scroll_table(vlayer_set, 320, 2, 'disp')
local interfaces = vlayer.get_interface_counts()
vlayer_gui_control_storage_input(disp).enabled = (interfaces.storage_input < config.interface_limit.storage_input)
vlayer_gui_control_storage_output(disp).enabled = (interfaces.storage_output < config.interface_limit.storage_output)
vlayer_gui_control_circuit(disp).enabled = (interfaces.circuit < config.interface_limit.circuit)
vlayer_gui_control_power(disp).enabled = (interfaces.energy < config.interface_limit.energy)
vlayer_gui_control_remove(disp)
return vlayer_set
end)
--- The main container for the vlayer gui
-- @element vlayer_container
local vlayer_container =
Gui.element(function(definition, parent)
local player = Gui.get_player_from_element(parent)
local container = Gui.container(parent, definition.name, 320)
vlayer_display_set(container, 'vlayer_st_1')
vlayer_control_set(container, 'vlayer_st_2')
local table = container['vlayer_st_2'].disp.table
local visible = Roles.player_allowed(player, 'gui/vlayer-edit')
table[vlayer_gui_control_storage_input.name].visible = visible
table[vlayer_gui_control_storage_output.name].visible = visible
table[vlayer_gui_control_circuit.name].visible = visible
table[vlayer_gui_control_power.name].visible = visible
table[vlayer_gui_control_remove.name].visible = visible
return container.parent
end)
:static_name(Gui.unique_static_name)
:add_to_left_flow()
--- Button on the top flow used to toggle the task list container
-- @element toggle_left_element
Gui.left_toolbar_button('entity/solar-panel', {'vlayer.main-tooltip'}, vlayer_container, function(player)
return Roles.player_allowed(player, 'gui/vlayer')
end)
--- Update the visibly of the buttons based on a players roles
local function role_update_event(event)
local player = game.players[event.player_index]
local visible = Roles.player_allowed(player, 'gui/vlayer-edit')
local frame = Gui.get_left_element(player, vlayer_container)
frame.container['vlayer_st_2'].visible = visible
end
Event.add(Roles.events.on_role_assigned, role_update_event)
Event.add(Roles.events.on_role_unassigned, role_update_event)
Event.on_nth_tick(config.update_tick_gui, function(_)
local stats = vlayer.get_statistics()
local items = vlayer.get_items()
local vlayer_display = {
[vlayer_gui_display_item_solar_count.name] = format_number(items['solar-panel']),
[vlayer_gui_display_item_accumulator_count.name] = format_number(items['accumulator']),
[vlayer_gui_display_signal_production_count.name] = format_energy(stats.energy_production, 'W'),
[vlayer_gui_display_signal_sustained_count.name] = format_energy(stats.energy_sustained, 'W'),
[vlayer_gui_display_signal_capacity_count.name] = format_energy(stats.energy_capacity, 'J'),
[vlayer_gui_display_signal_current_count.name] = format_energy(stats.energy_storage, 'J'),
}
for _, player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player, vlayer_container)
local table = frame.container['vlayer_st_1'].disp.table
for k, v in pairs(vlayer_display) do
table[k].caption = v
end
end
end)