mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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`assert` returns every argument it is given, so `return assert(x, msg)` was leaking the message as a second return value. `get_tile` is documented as taking x and y. The async function class declared `@operator call` with no parameters, which made every async call look over supplied. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
233 lines
8.1 KiB
Lua
233 lines
8.1 KiB
Lua
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local Storage = require("modules/exp_util/storage")
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local ExpElement = require("modules/exp_gui/prototype")
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--- @alias Gui.VisibleCallback fun(player: LuaPlayer, element: LuaGuiElement): boolean
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--- @class Gui.player_elements
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--- @field top table<string, LuaGuiElement?>
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--- @field left table<string, LuaGuiElement?>
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--- @field relative table<string, LuaGuiElement?>
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--- @type table<uint, Gui.player_elements> | table<"_debug", boolean>
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local player_elements = {}
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Storage.register(player_elements, function(tbl)
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player_elements = tbl
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end)
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--- @class (partial) Gui
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local Gui = {
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define = ExpElement.new,
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from_argument = ExpElement.from_argument,
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from_name = ExpElement.from_name,
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no_return = ExpElement.no_return,
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top_elements = {}, --- @type table<ExpElement, Gui.VisibleCallback | boolean>
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left_elements = {}, --- @type table<ExpElement, Gui.VisibleCallback | boolean>
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relative_elements = {}, --- @type table<ExpElement, Gui.VisibleCallback | boolean>
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}
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local mod_gui = require("mod-gui")
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Gui.get_top_flow = mod_gui.get_button_flow
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Gui.get_left_flow = mod_gui.get_frame_flow
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--- Set the gui to redraw all elements on join, helps with style debugging
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--- @param state boolean
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function Gui._debug(state)
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if state == nil then
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player_elements._debug = true
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else
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player_elements._debug = state
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end
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end
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--- Get a player from an element or gui event
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--- @param input LuaGuiElement | { player_index: uint } | { element: LuaGuiElement }
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--- @return LuaPlayer
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function Gui.get_player(input)
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if type(input) == "table" and not input.player_index then
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--- @cast input { element: LuaGuiElement }
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return (assert(game.get_player(input.element.player_index)))
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end
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--- @cast input LuaGuiElement | { player_index: uint }
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return (assert(game.get_player(input.player_index)))
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end
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--- Toggle the enable state of an element
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--- @param element LuaGuiElement
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--- @param state boolean?
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--- @return boolean
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function Gui.toggle_enabled_state(element, state)
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if not element or not element.valid then return false end
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if state == nil then
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state = not element.enabled
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end
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element.enabled = state
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return state
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end
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--- Toggle the visibility of an element
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--- @param element LuaGuiElement
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--- @param state boolean?
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--- @return boolean
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function Gui.toggle_visible_state(element, state)
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if not element or not element.valid then return false end
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if state == nil then
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state = not element.visible
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end
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element.visible = state
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return state
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end
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--- Destroy an element if it exists and is valid
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--- @param element LuaGuiElement?
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function Gui.destroy_if_valid(element)
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if not element or not element.valid then return end
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element.destroy()
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end
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--- Register a element define to be drawn to the top flow on join
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--- @param define ExpElement
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--- @param visible Gui.VisibleCallback | boolean | nil
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function Gui.add_top_element(define, visible)
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assert(Gui.top_elements[define] == nil, "Element is already added to the top flow")
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Gui.top_elements[define] = visible or false
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end
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--- Register a element define to be drawn to the left flow on join
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--- @param define ExpElement
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--- @param visible Gui.VisibleCallback | boolean | nil
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function Gui.add_left_element(define, visible)
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assert(Gui.left_elements[define] == nil, "Element is already added to the left flow")
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Gui.left_elements[define] = visible or false
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end
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--- Register a element define to be drawn to the relative flow on join
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--- @param define ExpElement
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--- @param visible Gui.VisibleCallback | boolean | nil
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function Gui.add_relative_element(define, visible)
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assert(Gui.relative_elements[define] == nil, "Element is already added to the relative flow")
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Gui.relative_elements[define] = visible or false
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end
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--- Register a element define to be drawn to the top flow on join
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--- @param define ExpElement
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--- @param player LuaPlayer
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--- @return LuaGuiElement
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function Gui.get_top_element(define, player)
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return (assert(assert(player_elements[player.index]).top[define.name], "Element is not on the top flow"))
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end
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--- Register a element define to be drawn to the left flow on join
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--- @param define ExpElement
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--- @param player LuaPlayer
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--- @return LuaGuiElement
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function Gui.get_left_element(define, player)
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return (assert(assert(player_elements[player.index]).left[define.name], "Element is not on the left flow"))
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end
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--- Register a element define to be drawn to the relative flow on join
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--- @param define ExpElement
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--- @param player LuaPlayer
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--- @return LuaGuiElement
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function Gui.get_relative_element(define, player)
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return (assert(assert(player_elements[player.index]).relative[define.name], "Element is not on the relative flow"))
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end
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--- Ensure all the correct elements are visible and exist
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--- @param player LuaPlayer
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--- @param element_defines table<ExpElement, Gui.VisibleCallback | boolean>
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--- @param elements table<string, LuaGuiElement?>
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--- @param parent LuaGuiElement
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local function ensure_elements(player, element_defines, elements, parent)
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local done = {}
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for define, visible in pairs(element_defines) do
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done[define.name] = true
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local element = elements[define.name]
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if not element or not element.valid then
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element = assert(define(parent), "Element define did not return an element: " .. define.name)
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elements[define.name] = element
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if type(visible) == "function" then
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visible = visible(player, element)
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end
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element.visible = visible
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end
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end
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for name, element in pairs(elements) do
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if not done[name] then
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element.destroy()
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elements[name] = nil
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end
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end
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end
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--- Ensure all elements have been created
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--- @param event EventData.on_player_created | EventData.on_player_joined_game
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function Gui._ensure_consistency(event)
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local player = assert(game.get_player(event.player_index))
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local elements = player_elements[event.player_index] or {
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top = {},
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left = {},
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relative = {},
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}
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player_elements[event.player_index] = elements
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if player_elements._debug and event.name == defines.events.on_player_joined_game then
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log("Gui debug active, clearing gui for: " .. player.name)
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player.gui.relative.clear()
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player.gui.screen.clear()
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player.gui.center.clear()
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player.gui.left.clear()
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player.gui.top.clear()
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end
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ensure_elements(player, Gui.top_elements, elements.top, Gui.get_top_flow(player))
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ensure_elements(player, Gui.left_elements, elements.left, Gui.get_left_flow(player))
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ensure_elements(player, Gui.relative_elements, elements.relative, player.gui.relative)
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-- This check isn't needed, but allows the toolbar file to be deleted without modifying any lib code
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if Gui.toolbar then
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--- @diagnostic disable-next-line: access-invisible
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Gui.toolbar._create_elements(player)
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--- @diagnostic disable-next-line: access-invisible
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Gui.toolbar._ensure_consistency(player)
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end
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end
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--- Rerun the visible check for relative elements
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--- @param event EventData.on_gui_opened
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local function on_gui_opened(event)
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local player = Gui.get_player(event)
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local original_element = event.element
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for define, visible in pairs(Gui.relative_elements) do
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local element = Gui.get_relative_element(define, player)
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if type(visible) == "function" then
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visible = visible(player, element)
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end
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element.visible = visible
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if visible then
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event.element = element
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--- @diagnostic disable-next-line: access-invisible
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define:raise_event(event)
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end
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end
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event.element = original_element
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end
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local e = defines.events
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local events = {
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[e.on_player_created] = Gui._ensure_consistency,
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[e.on_player_joined_game] = Gui._ensure_consistency,
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[e.on_gui_opened] = on_gui_opened,
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}
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Gui.events = events
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return Gui
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