mirror of
https://github.com/Refactorio/RedMew.git
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195 lines
5.3 KiB
Lua
195 lines
5.3 KiB
Lua
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local Event = require 'utils.event'
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local Gui = require 'utils.gui'
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local brush_tool = "refined-hazard-concrete"
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local valid_filters = {
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'dirt-1',
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'dirt-2',
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'dirt-3',
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'dirt-4',
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'dirt-5',
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'dirt-6',
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'dirt-7',
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'dry-dirt',
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'grass-1',
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'grass-2',
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'grass-3',
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'grass-4',
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'lab-dark-1',
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'lab-dark-2',
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'lab-white',
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'red-desert-0',
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'red-desert-1',
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'red-desert-2',
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'red-desert-3',
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'sand-1',
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'sand-2',
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'sand-3',
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'tutorial-grid',
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'water',
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'water-green',
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'deepwater',
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'deepwater-green'
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}
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local main_button_name = Gui.uid_name()
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local main_frame_name = Gui.uid_name()
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local filter_button_name = Gui.uid_name()
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local filter_element_name = Gui.uid_name()
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local filters_table_name = Gui.uid_name()
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local filter_table_close_button_name = Gui.uid_name()
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global.paint_brushes_by_player = {}
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local function player_build_tile(event)
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if game.players[event.player_index].gui.left[main_frame_name] and
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event.item.name == brush_tool and
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global.paint_brushes_by_player[event.player_index]
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then
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tiles = {}
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for _,old_tile_and_pos in pairs(event.tiles) do
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table.insert(tiles, {name=global.paint_brushes_by_player[event.player_index], position = old_tile_and_pos.position})
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if old_tile_and_pos.old_tile.name == global.paint_brushes_by_player[event.player_index] then
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game.players[event.player_index].insert{name = event.item.name}
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end
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end
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game.surfaces[event.surface_index].set_tiles(tiles)
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end
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end
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local function player_joined(event)
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local player = game.players[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 player.gui.top[main_button_name] ~= nil then
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return
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end
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player.gui.top.add {name = main_button_name, type = 'sprite-button', sprite = 'utility/spray_icon'}
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end
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local function draw_filters_table(event)
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local center = event.player.gui.center
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if center[filters_table_name] then
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return
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end
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local frame = center.add {type = 'frame', name = filters_table_name, direction = 'vertical', caption = 'Set Filter'}
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local t = frame.add {type = 'table', column_count = 10}
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t.style.horizontal_spacing = 0
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t.style.vertical_spacing = 0
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for _, v in ipairs(valid_filters) do
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if not v:match("water") or event.player.admin then
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local flow = t.add {type = 'flow'}
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local b = flow.add {type = 'sprite-button', name = filter_element_name, sprite = 'tile/' .. v, tooltip = v}
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Gui.set_data(b, frame)
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b.style = 'slot_button'
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end
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end
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local flow = frame.add {type = 'flow'}
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local close = flow.add {type = 'button', name = filter_table_close_button_name, caption = 'Close'}
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Gui.set_data(close, frame)
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event.player.opened = frame
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Gui.set_data(frame, event.element)
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end
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local function toggle(event)
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local left = event.player.gui.left
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local main_frame = left[main_frame_name]
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if main_frame and main_frame.valid then
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Gui.remove_data_recursivly(main_frame)
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main_frame.destroy()
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else
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main_frame =
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left.add {
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type = 'frame',
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name = main_frame_name,
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direction = 'vertical',
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caption = 'Paint Brush'
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}
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main_frame.add {
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type = 'label',
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-- The empty space is a hacky way to line this frame up with the above frame.
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caption = 'Choose a pain brush, that will replace stone brick'
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}
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local tooltip = global.paint_brushes_by_player[event.player_index] or ""
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local brush =
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main_frame.add({type = 'flow'}).add {
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type = 'sprite-button',
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name = filter_button_name,
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tooltip = tooltip,
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sprite = tooltip ~= '' and 'tile/' .. tooltip or nil
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}
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brush.style = 'slot_button'
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main_frame.add {type = 'button', name = main_button_name, caption = 'Close'}
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Gui.set_data(main_frame, filters)
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end
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end
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Gui.on_click(main_button_name, toggle)
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Gui.on_click(
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filter_button_name,
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function(event)
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if event.button == defines.mouse_button_type.right then
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local element = event.element
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element.sprite = 'utility/pump_cannot_connect_icon'
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element.tooltip = ''
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else
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draw_filters_table(event)
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end
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end
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)
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Gui.on_click(
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filter_element_name,
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function(event)
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local element = event.element
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local frame = Gui.get_data(element)
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local filter_button = Gui.get_data(frame)
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global.paint_brushes_by_player[event.player_index] = element.sprite:sub(6)
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filter_button.sprite = element.sprite
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filter_button.tooltip = element.tooltip
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Gui.remove_data_recursivly(frame)
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frame.destroy()
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end
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)
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Gui.on_click(
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filter_table_close_button_name,
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function(event)
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local frame = Gui.get_data(event.element)
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Gui.remove_data_recursivly(frame)
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frame.destroy()
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end
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)
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Gui.on_custom_close(
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filters_table_name,
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function(event)
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local element = event.element
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Gui.remove_data_recursivly(element)
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element.destroy()
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end
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)
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Event.add(defines.events.on_player_joined_game, player_joined)
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Event.add(defines.events.on_player_built_tile, player_build_tile)
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