mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2024-12-30 23:17:53 +02:00
515 lines
13 KiB
Lua
515 lines
13 KiB
Lua
local Global = require 'utils.global'
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local Color = require 'utils.color_presets'
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local SpamProtection = require 'utils.spam_protection'
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local Event = require 'utils.event'
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local this = {
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data = {}
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}
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local Public = {}
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Global.register(
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this,
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function(tbl)
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this = tbl
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end
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)
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local space = {
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minimal_height = 10,
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top_padding = 0,
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bottom_padding = 0
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}
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local function get_player_data(player, remove)
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if remove and this.data[player.index] then
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this.data[player.index] = nil
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return
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end
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if not this.data[player.index] then
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this.data[player.index] = {}
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end
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return this.data[player.index]
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end
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local function unpack_inventory(inventory)
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if not inventory then
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return
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end
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local unpacked = {}
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for i = 1, #inventory do
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unpacked[i] = inventory[i]
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end
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return unpacked
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end
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local function addStyle(guiIn, styleIn)
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for k, v in pairs(styleIn) do
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guiIn.style[k] = v
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end
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end
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local function adjustSpace(guiIn)
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addStyle(guiIn.add {type = 'line', direction = 'horizontal'}, space)
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end
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local function validate_object(obj)
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if not obj then
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return false
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end
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if not obj.valid then
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return false
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end
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return true
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end
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local function get_target_player(index)
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local viewingPlayer = game.get_player(index)
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if not viewingPlayer or not viewingPlayer.valid then
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return false
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end
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return viewingPlayer
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end
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local function watching_inventory(player)
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for index, data in pairs(this.data) do
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if data and data.player_opened == player.index then
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local sourcePlayer = game.get_player(index)
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if not sourcePlayer or not sourcePlayer.valid then
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return false
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else
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return sourcePlayer
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end
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end
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end
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return false
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end
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local function player_opened(player)
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local data = get_player_data(player)
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if not data then
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return false
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end
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local opened = data.player_opened
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if not opened then
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return false
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end
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return true, opened
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end
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local function last_tab(player)
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local data = get_player_data(player)
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if not data then
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return false
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end
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local tab = data.last_tab
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if not tab then
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return false
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end
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return true, tab
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end
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local function validate_player(player)
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if not player then
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return false
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end
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if not player.valid then
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return false
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end
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if not player.character then
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return false
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end
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if not player.connected then
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return false
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end
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if not game.players[player.index] then
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return false
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end
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return true
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end
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local function close_player_inventory(player)
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local data = get_player_data(player)
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if not data then
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return
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end
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local gui = player.gui.screen
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if not validate_object(gui) then
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return
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end
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local element = gui.inventory_gui
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if not validate_object(element) then
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return
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end
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element.destroy()
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get_player_data(player, true)
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end
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local function redraw_inventory(gui, source, target, caption, panel_type)
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gui.clear()
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local items_table = gui.add({type = 'table', column_count = 11})
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local types = game.item_prototypes
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local screen = source.gui.screen
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if not validate_object(screen) then
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return
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end
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local inventory_gui = screen.inventory_gui
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inventory_gui.caption = 'Inventory of ' .. target.name
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for i = 1, #panel_type do
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if panel_type[i] and panel_type[i].valid_for_read then
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local name = panel_type[i].name
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local count = panel_type[i].count
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local flow = items_table.add({type = 'flow'})
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flow.style.vertical_align = 'bottom'
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local button =
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flow.add(
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{
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type = 'sprite-button',
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sprite = 'item/' .. name,
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number = count,
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name = name,
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tooltip = types[name].localised_name,
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style = 'slot_button'
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}
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)
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button.enabled = false
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if caption == 'Armor' then
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if target.get_inventory(5)[1].grid then
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local p_armor = target.get_inventory(5)[1].grid.get_contents()
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for k, v in pairs(p_armor) do
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local armor_gui =
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flow.add(
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{
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type = 'sprite-button',
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sprite = 'item/' .. k,
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number = v,
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name = k,
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tooltip = types[name].localised_name,
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style = 'slot_button'
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}
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)
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armor_gui.enabled = false
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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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end
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local function add_inventory(panel, source, target, caption, panel_type)
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local data = get_player_data(source)
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data.panel_type = data.panel_type or {}
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local pane_name = panel.add({type = 'tab', caption = caption, name = caption})
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local scroll_pane =
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panel.add {
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type = 'scroll-pane',
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name = caption .. 'tab',
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direction = 'vertical',
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vertical_scroll_policy = 'always',
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horizontal_scroll_policy = 'never'
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}
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scroll_pane.style.maximal_height = 200
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scroll_pane.style.horizontally_stretchable = true
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scroll_pane.style.minimal_height = 200
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scroll_pane.style.right_padding = 0
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panel.add_tab(pane_name, scroll_pane)
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data.panel_type[caption] = panel_type
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redraw_inventory(scroll_pane, source, target, caption, panel_type)
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end
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local function open_inventory(source, target)
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if not validate_player(source) then
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return
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end
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source.opened = nil
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if not validate_player(target) then
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return
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end
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local screen = source.gui.screen
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if not validate_object(screen) then
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return
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end
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local inventory_gui = screen.inventory_gui
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if inventory_gui then
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close_player_inventory(source)
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end
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local frame =
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screen.add(
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{
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type = 'frame',
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caption = 'Inventory',
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direction = 'vertical',
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name = 'inventory_gui'
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}
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)
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if not (frame and frame.valid) then
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return
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end
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frame.auto_center = true
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frame.style.minimal_width = 500
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frame.style.minimal_height = 250
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adjustSpace(frame)
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local panel = frame.add({type = 'tabbed-pane', name = 'tabbed_pane'})
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panel.selected_tab_index = 1
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local data = get_player_data(source)
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data.player_opened = target.index
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data.last_tab = 'Main'
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local main = unpack_inventory(target.get_main_inventory())
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if not main then
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return
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end
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local armor = unpack_inventory(target.get_inventory(defines.inventory.character_armor))
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local guns = unpack_inventory(target.get_inventory(defines.inventory.character_guns))
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local ammo = unpack_inventory(target.get_inventory(defines.inventory.character_ammo))
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local trash = unpack_inventory(target.get_inventory(defines.inventory.character_trash))
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local types = {
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['Main'] = main,
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['Armor'] = armor,
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['Guns'] = guns,
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['Ammo'] = ammo,
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['Trash'] = trash
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}
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for k, v in pairs(types) do
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if v ~= nil then
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add_inventory(panel, source, target, k, v)
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end
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end
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source.opened = frame
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end
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local function on_gui_click(event)
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local player = game.players[event.player_index]
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if not this.data[player.index] then
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return
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end
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local element = event.element
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if not element or not element.valid then
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return
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end
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local types = {
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['Main'] = true,
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['Armor'] = true,
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['Guns'] = true,
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['Ammo'] = true,
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['Trash'] = true
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}
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local name = element.name
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if not types[name] then
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return
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end
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local is_spamming = SpamProtection.is_spamming(player, nil, 'Player Inventory')
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if is_spamming then
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return
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end
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local data = get_player_data(player)
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if not data then
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return
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end
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data.last_tab = name
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local valid, target = player_opened(player)
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if valid and target then
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local viewingPlayer = get_target_player(target)
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if not viewingPlayer then
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return false
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end
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local main = unpack_inventory(viewingPlayer.get_main_inventory())
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if not main then
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return
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end
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local armor = unpack_inventory(viewingPlayer.get_inventory(defines.inventory.character_armor))
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local guns = unpack_inventory(viewingPlayer.get_inventory(defines.inventory.character_guns))
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local ammo = unpack_inventory(viewingPlayer.get_inventory(defines.inventory.character_ammo))
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local trash = unpack_inventory(viewingPlayer.get_inventory(defines.inventory.character_trash))
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local target_types = {
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['Main'] = main,
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['Armor'] = armor,
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['Guns'] = guns,
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['Ammo'] = ammo,
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['Trash'] = trash
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}
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local frame = Public.get_active_frame(player)
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local panel_type = target_types[name]
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redraw_inventory(frame, player, viewingPlayer, name, panel_type)
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end
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end
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local function gui_closed(event)
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local player = game.players[event.player_index]
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if not this.data[player.index] then
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return
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end
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local type = event.gui_type
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if type == defines.gui_type.custom then
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local data = get_player_data(player)
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if not data then
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return
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end
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close_player_inventory(player)
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end
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end
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local function on_pre_player_left_game(event)
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local player = game.players[event.player_index]
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if not this.data[player.index] then
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return
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end
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close_player_inventory(player)
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end
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local function update_gui(event)
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local player = game.get_player(event.player_index)
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if not player or not player.valid then
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return
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end
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if not this.data[player.index] then
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return
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end
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local sourcePlayer = watching_inventory(player)
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local success, tab = last_tab(player)
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if sourcePlayer and sourcePlayer.valid then
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if success then
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local main = player.get_main_inventory()
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if not main then
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return
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end
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main = unpack_inventory(player.get_main_inventory())
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if not main then
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return
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end
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local armor = unpack_inventory(player.get_inventory(defines.inventory.character_armor))
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local guns = unpack_inventory(player.get_inventory(defines.inventory.character_guns))
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local ammo = unpack_inventory(player.get_inventory(defines.inventory.character_ammo))
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local trash = unpack_inventory(player.get_inventory(defines.inventory.character_trash))
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local types = {
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['Main'] = main,
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['Armor'] = armor,
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['Guns'] = guns,
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['Ammo'] = ammo,
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['Trash'] = trash
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}
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local frame = Public.get_active_frame(player)
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local panel_type = types[tab]
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if frame then
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if frame.name == tab .. 'tab' then
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redraw_inventory(frame, sourcePlayer, player, tab, panel_type)
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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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commands.add_command(
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'inventory',
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'Opens a players inventory!',
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function(cmd)
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local player = game.player
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if validate_player(player) then
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if not cmd.parameter then
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return
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end
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local target_player = game.players[cmd.parameter]
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if target_player == player and not player.admin then
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return player.print('Cannot open self.', Color.warning)
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end
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local valid, opened = player_opened(player)
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if valid then
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if target_player == opened then
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return player.print('You are already viewing this players inventory.', Color.warning)
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end
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end
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if validate_player(target_player) then
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open_inventory(player, target_player)
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else
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player.print('Please type a name of a player who is connected.', Color.warning)
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end
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else
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return
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end
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end
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)
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function Public.get_active_frame(player)
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if not player.gui.screen.inventory_gui then
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return false
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end
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return player.gui.screen.inventory_gui.tabbed_pane.tabs[player.gui.screen.inventory_gui.tabbed_pane.selected_tab_index].content
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end
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function Public.get(key)
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if key then
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return this[key]
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else
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return this
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end
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end
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Event.add(defines.events.on_player_main_inventory_changed, update_gui)
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Event.add(defines.events.on_gui_closed, gui_closed)
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Event.add(defines.events.on_gui_click, on_gui_click)
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Event.add(defines.events.on_pre_player_left_game, on_pre_player_left_game)
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return Public
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