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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-05 13:15:03 +02:00

minor tweaks

This commit is contained in:
Gerkiz 2020-11-25 21:29:19 +01:00
parent 41f49ad943
commit 4b8e8ca326
4 changed files with 263 additions and 74 deletions

View File

@ -8,12 +8,10 @@ local Public = {}
local main_tile_name = 'black-refined-concrete'
local function validate_entity(entity)
if not entity then
return false
end
if not entity.valid then
if not (entity and entity.valid) then
return false
end
return true
end
@ -39,24 +37,43 @@ local function upperCase(str)
return (str:gsub('^%l', string.upper))
end
local function render_owner_text(player, entity)
local function render_owner_text(renders, player, entity, new_owner)
local color = {
r = player.color.r * 0.6 + 0.25,
g = player.color.g * 0.6 + 0.25,
b = player.color.b * 0.6 + 0.25,
a = 1
}
rendering.draw_text {
text = '## - ' .. player.name .. "'s " .. entity.name .. ' - ##',
surface = entity.surface,
target = entity,
target_offset = {0, -2.6},
color = color,
scale = 1.05,
font = 'default-large-semibold',
alignment = 'center',
scale_with_zoom = false
}
if renders[player.index] then
rendering.destroy(renders[player.index])
end
if new_owner then
renders[new_owner.index] =
rendering.draw_text {
text = '## - ' .. new_owner.name .. "'s " .. entity.name .. ' - ##',
surface = entity.surface,
target = entity,
target_offset = {0, -2.6},
color = color,
scale = 1.05,
font = 'default-large-semibold',
alignment = 'center',
scale_with_zoom = false
}
else
renders[player.index] =
rendering.draw_text {
text = '## - ' .. player.name .. "'s " .. entity.name .. ' - ##',
surface = entity.surface,
target = entity,
target_offset = {0, -2.6},
color = color,
scale = 1.05,
font = 'default-large-semibold',
alignment = 'center',
scale_with_zoom = false
}
end
entity.color = color
end
@ -134,18 +151,6 @@ local function get_player_entity(ic, player)
return false, false
end
local function is_owner_on_car_surface(ic, player)
local cars = ic.cars
for k, car in pairs(cars) do
if validate_entity(car.surface) then
if car.owner == player.index and car.surface.index == player.surface.index then
return true
end
end
end
return false
end
local function get_owner_car_name(ic, player)
local cars = ic.cars
local saved_surfaces = ic.saved_surfaces
@ -168,8 +173,7 @@ local function get_saved_entity(cars, entity, index)
table.concat(
{
'The built entity is not the same as the saved one. ',
'Saved entity is: ' ..
upperCase(car.name) .. ' - Built entity is: ' .. upperCase(entity.name) .. '. '
'Saved entity is: ' .. upperCase(car.name) .. ' - Built entity is: ' .. upperCase(entity.name) .. '. '
}
)
return false, msg
@ -188,7 +192,6 @@ local function replace_entity(cars, entity, index)
cars[unit_number].saved_entity = nil
cars[unit_number].transfer_entities = car.transfer_entities
cars[k] = nil
break
end
end
end
@ -213,7 +216,7 @@ local function replace_surface(surfaces, entity, index)
local unit_number = entity.unit_number
if tostring(index.saved_entity) == surface.name then
if validate_entity(surface) then
surface.name = unit_number
surface.name = tostring(unit_number)
surfaces[unit_number] = surface
surfaces[k] = nil
end
@ -229,7 +232,7 @@ local function replace_surface_entity(cars, entity, index)
local unit_number = entity.unit_number
if index and index.saved_entity == car.saved_entity then
if validate_entity(car.surface) then
car.surface.name = unit_number
car.surface.name = tostring(unit_number)
end
end
end
@ -313,13 +316,7 @@ local function kick_players_from_surface(ic, car)
for _, e in pairs(car.surface.find_entities_filtered({area = car.area})) do
if validate_entity(e) and e.name == 'character' and e.player then
e.player.teleport(
main_surface.find_non_colliding_position(
'character',
game.forces.player.get_spawn_position(main_surface),
3,
0,
5
),
main_surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(main_surface), 3, 0, 5),
main_surface
)
end
@ -364,13 +361,7 @@ local function kick_player_from_surface(ic, player, target)
target.teleport(p, car.entity.surface)
else
target.teleport(
main_surface.find_non_colliding_position(
'character',
game.forces.player.get_spawn_position(main_surface),
3,
0,
5
),
main_surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(main_surface), 3, 0, 5),
main_surface
)
end
@ -385,6 +376,7 @@ local function restore_surface(ic, player, entity)
local saved_surfaces = ic.saved_surfaces
local cars = ic.cars
local door = ic.doors
local renders = ic.renders
local surfaces = ic.surfaces
local index = saved_surfaces[player.index]
if not index then
@ -402,7 +394,7 @@ local function restore_surface(ic, player, entity)
replace_surface(surfaces, ce, index)
replace_surface_entity(cars, ce, index)
saved_surfaces[player.index] = nil
render_owner_text(player, ce)
render_owner_text(renders, player, ce)
return true
end
return false
@ -795,12 +787,11 @@ function Public.create_car(ic, event)
end
if
get_owner_car_name(ic, player) == 'car' and ce.name == 'tank' or
get_owner_car_name(ic, player) == 'car' and ce.name == 'spidertron' or
get_owner_car_name(ic, player) == 'car' and ce.name == 'tank' or get_owner_car_name(ic, player) == 'car' and ce.name == 'spidertron' or
get_owner_car_name(ic, player) == 'tank' and ce.name == 'spidertron'
then
upgrade_surface(ic, player, ce)
render_owner_text(player, ce)
render_owner_text(ic.renders, player, ce)
player.print('Your car-surface has been upgraded!', Color.success)
return
end
@ -828,7 +819,7 @@ function Public.create_car(ic, event)
car.surface = Public.create_room_surface(ic, un)
Public.create_car_room(ic, car)
render_owner_text(player, ce)
render_owner_text(ic.renders, player, ce)
return car
end
@ -887,10 +878,7 @@ function Public.use_door_with_entity(ic, player, door)
if owner and owner.valid and player.connected then
if not list[player.name] and not player.admin then
player.driving = false
return player.print(
'You have not been approved by ' .. owner.name .. ' to enter their vehicle.',
Color.warning
)
return player.print('You have not been approved by ' .. owner.name .. ' to enter their vehicle.', Color.warning)
end
end
@ -960,5 +948,7 @@ end
Public.kick_player_from_surface = kick_player_from_surface
Public.get_player_surface = get_player_surface
Public.get_entity_from_player_surface = get_entity_from_player_surface
Public.get_owner_car_object = get_owner_car_object
Public.render_owner_text = render_owner_text
return Public

View File

@ -7,15 +7,21 @@ local Event = require 'utils.event'
local Public = {}
--! Gui Frames
local save_button_name = Gui.uid_name()
local discard_button_name = Gui.uid_name()
local save_add_player_button_name = Gui.uid_name()
local save_transfer_car_button_name = Gui.uid_name()
local discard_add_player_button_name = Gui.uid_name()
local discard_transfer_car_button_name = Gui.uid_name()
local main_frame_name = Gui.uid_name()
local draw_add_player_frame_name = Gui.uid_name()
local draw_transfer_car_frame_name = Gui.uid_name()
local main_toolbar_name = Gui.uid_name()
local add_player_name = Gui.uid_name()
local transfer_car_name = Gui.uid_name()
local kick_player_name = Gui.uid_name()
local raise_event = script.raise_event
local add_toolbar
local remove_toolbar
local function increment(t, k)
t[k] = true
@ -35,6 +41,54 @@ local function create_player_table(player)
return trust_system[player.index]
end
local function does_player_table_exist(player)
local trust_system = ICT.get('trust_system')
if not trust_system[player.index] then
return false
else
return true
end
end
local function transfer_player_table(player, new_player)
local trust_system = ICT.get('trust_system')
if not trust_system[player.index] then
return false
end
if player.index == new_player.index then
return false
end
if not trust_system[new_player.index] then
local Functions = require 'maps.mountain_fortress_v3.ic.functions'
trust_system[new_player.index] = trust_system[player.index]
local name = new_player.name
if not trust_system[new_player.index][name] then
increment(trust_system[new_player.index], name)
end
local cars = ICT.get('cars')
local renders = ICT.get('renders')
local c = Functions.get_owner_car_object(cars, player)
local car = cars[c]
car.owner = new_player.index
Functions.render_owner_text(renders, player, car.entity, new_player)
remove_toolbar(player)
add_toolbar(new_player)
trust_system[player.index] = nil
else
return false
end
return trust_system[new_player.index]
end
local function remove_main_frame(main_frame)
Gui.remove_data_recursively(main_frame)
main_frame.destroy()
@ -51,7 +105,7 @@ local function draw_add_player(frame)
}
)
local main_frame_style = main_frame.style
main_frame_style.width = 325
main_frame_style.width = 370
main_frame_style.use_header_filler = true
local inside_frame = main_frame.add {type = 'frame', style = 'inside_shallow_frame'}
@ -75,20 +129,71 @@ local function draw_add_player(frame)
left_flow.style.horizontal_align = 'left'
left_flow.style.horizontally_stretchable = true
local close_button = left_flow.add({type = 'button', name = discard_button_name, caption = 'Discard'})
local close_button = left_flow.add({type = 'button', name = discard_add_player_button_name, caption = 'Discard'})
close_button.style = 'back_button'
close_button.style.maximal_width = 100
local right_flow = bottom_flow.add({type = 'flow'})
right_flow.style.horizontal_align = 'right'
local save_button = right_flow.add({type = 'button', name = save_button_name, caption = 'Save'})
local save_button = right_flow.add({type = 'button', name = save_add_player_button_name, caption = 'Save'})
save_button.style = 'confirm_button'
save_button.style.maximal_width = 100
Gui.set_data(save_button, add_player_frame)
end
local function draw_transfer_car(frame)
local main_frame =
frame.add(
{
type = 'frame',
name = draw_transfer_car_frame_name,
caption = 'Transfer Car',
direction = 'vertical'
}
)
local main_frame_style = main_frame.style
main_frame_style.width = 370
main_frame_style.use_header_filler = true
local inside_frame = main_frame.add {type = 'frame', style = 'inside_shallow_frame'}
local inside_frame_style = inside_frame.style
inside_frame_style.padding = 0
local inside_table = inside_frame.add {type = 'table', column_count = 1}
local inside_table_style = inside_table.style
inside_table_style.vertical_spacing = 5
inside_table_style.top_padding = 10
inside_table_style.left_padding = 10
inside_table_style.right_padding = 0
inside_table_style.bottom_padding = 10
inside_table_style.width = 325
local transfer_car_alert_frame = main_frame.add({type = 'label', caption = "Warning, this action can't be undone!"})
transfer_car_alert_frame.style.font_color = {r = 255, g = 0, b = 0}
local transfer_car_frame = main_frame.add({type = 'textfield', text = 'Name of the player.'})
transfer_car_frame.style.width = 140
local bottom_flow = main_frame.add({type = 'flow', direction = 'horizontal'})
local left_flow = bottom_flow.add({type = 'flow'})
left_flow.style.horizontal_align = 'left'
left_flow.style.horizontally_stretchable = true
local close_button = left_flow.add({type = 'button', name = discard_transfer_car_button_name, caption = 'Discard'})
close_button.style = 'back_button'
close_button.style.maximal_width = 100
local right_flow = bottom_flow.add({type = 'flow'})
right_flow.style.horizontal_align = 'right'
local save_button = right_flow.add({type = 'button', name = save_transfer_car_button_name, caption = 'Save'})
save_button.style = 'confirm_button'
save_button.style.maximal_width = 100
Gui.set_data(save_button, transfer_car_frame)
end
local function draw_players(data)
local player_table = data.player_table
local add_player_frame = data.add_player_frame
@ -149,7 +254,7 @@ local function draw_main_frame(player)
main_frame.auto_center = true
local main_frame_style = main_frame.style
main_frame_style.width = 350
main_frame_style.width = 400
main_frame_style.use_header_filler = true
local inside_frame = main_frame.add {type = 'frame', style = 'inside_shallow_frame'}
@ -166,6 +271,7 @@ local function draw_main_frame(player)
inside_table_style.width = 350
local add_player_frame = inside_table.add({type = 'button', caption = 'Add Player', name = add_player_name})
local transfer_car_frame = inside_table.add({type = 'button', caption = 'Transfer Car', name = transfer_car_name})
local player_table =
inside_table.add {
@ -216,6 +322,7 @@ local function draw_main_frame(player)
local data = {
player_table = player_table,
add_player_frame = add_player_frame,
transfer_car_frame = transfer_car_frame,
player = player
}
draw_players(data)
@ -242,7 +349,7 @@ local function toggle(player, recreate)
end
end
local function add_toolbar(player, remove)
add_toolbar = function(player, remove)
if remove then
if player.gui.top[main_toolbar_name] then
player.gui.top[main_toolbar_name].destroy()
@ -264,7 +371,7 @@ local function add_toolbar(player, remove)
)
end
local function remove_toolbar(player)
remove_toolbar = function(player)
local screen = player.gui.screen
local main_frame = screen[main_frame_name]
@ -301,7 +408,29 @@ Gui.on_click(
)
Gui.on_click(
save_button_name,
transfer_car_name,
function(event)
local player = event.player
if not player or not player.valid or not player.character then
return
end
local screen = player.gui.screen
local frame = screen[main_frame_name]
if not frame or not frame.valid then
return
end
local player_frame = frame[draw_transfer_car_frame_name]
if not player_frame or not player_frame.valid then
draw_transfer_car(frame)
else
player_frame.destroy()
end
end
)
Gui.on_click(
save_add_player_button_name,
function(event)
local player = event.player
if not player or not player.valid or not player.character then
@ -345,6 +474,58 @@ Gui.on_click(
end
)
Gui.on_click(
save_transfer_car_button_name,
function(event)
local player = event.player
if not player or not player.valid or not player.character then
return
end
local screen = player.gui.screen
local frame = screen[main_frame_name]
local transfer_car_frame = Gui.get_data(event.element)
if frame and frame.valid then
if transfer_car_frame and transfer_car_frame.valid and transfer_car_frame.text then
local text = transfer_car_frame.text
if not text then
return
end
local player_to_add = game.get_player(text)
if not player_to_add or not player_to_add.valid then
return player.print('Target player was not valid.', Color.warning)
end
local name = player_to_add.name
local does_player_have_a_car = does_player_table_exist(name)
if does_player_have_a_car then
return player.print(name .. ' already has a vehicle.', Color.warning)
end
local to_add = game.get_player(name)
if not (to_add and to_add.valid) then
return player.print(name .. ' does not exist.', Color.warning)
end
local success = transfer_player_table(player, to_add)
if not success then
player.print('Please try again.', Color.warning)
else
player.print('You have successfully transferred your car to ' .. name, Color.success)
to_add.print('You have become the rightfully owner of ' .. player.name .. "'s car!", Color.success)
end
remove_main_frame(event.element)
if player.gui.screen[main_frame_name] then
player.gui.screen[main_frame_name].destroy()
end
end
end
end
)
Gui.on_click(
kick_player_name,
function(event)
@ -394,7 +575,7 @@ Gui.on_click(
)
Gui.on_click(
discard_button_name,
discard_add_player_button_name,
function(event)
local player = event.player
if not player or not player.valid or not player.character then
@ -414,6 +595,27 @@ Gui.on_click(
end
)
Gui.on_click(
discard_transfer_car_button_name,
function(event)
local player = event.player
if not player or not player.valid or not player.character then
return
end
local screen = player.gui.screen
local frame = screen[main_frame_name]
if not frame or not frame.valid then
return
end
local player_frame = frame[draw_transfer_car_frame_name]
if player_frame and player_frame.valid then
player_frame.destroy()
end
end
)
Gui.on_click(
main_toolbar_name,
function(event)

View File

@ -30,6 +30,7 @@ function Public.reset()
this.restore_on_theft = false
this.doors = {}
this.cars = {}
this.renders = {}
this.saved_surfaces = {}
this.allowed_surface = 'nauvis'
this.trust_system = {}

View File

@ -406,8 +406,7 @@ function Public.extra_settings(player)
local conjure_input_style = conjure_input.style
conjure_input_style.height = 35
conjure_input_style.vertical_align = 'center'
conjure_gui_input =
create_input_element(conjure_input, 'dropdown', false, names, rpg_t[player.index].dropdown_select_index)
conjure_gui_input = create_input_element(conjure_input, 'dropdown', false, names, rpg_t[player.index].dropdown_select_index)
for _, entity in pairs(spells) do
if entity.type == 'item' then
@ -482,8 +481,7 @@ function Public.extra_settings(player)
local name_input_style = name_input.style
name_input_style.height = 35
name_input_style.vertical_align = 'center'
auto_allocate_gui_input =
create_input_element(name_input, 'dropdown', false, names, rpg_t[player.index].allocate_index)
auto_allocate_gui_input = create_input_element(name_input, 'dropdown', false, names, rpg_t[player.index].allocate_index)
end
local data = {
@ -523,15 +521,13 @@ function Public.extra_settings(player)
left_flow.style.horizontal_align = 'left'
left_flow.style.horizontally_stretchable = true
local close_button =
left_flow.add({type = 'button', name = discard_button_name, caption = ({'rpg_settings.discard_changes'})})
local close_button = left_flow.add({type = 'button', name = discard_button_name, caption = ({'rpg_settings.discard_changes'})})
close_button.style = 'back_button'
local right_flow = bottom_flow.add({type = 'flow'})
right_flow.style.horizontal_align = 'right'
local save_button =
right_flow.add({type = 'button', name = save_button_name, caption = ({'rpg_settings.save_changes'})})
local save_button = right_flow.add({type = 'button', name = save_button_name, caption = ({'rpg_settings.save_changes'})})
save_button.style = 'confirm_button'
Gui.set_data(save_button, data)