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RedMew/features/retailer.lua

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Lua
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require 'utils.table'
local Global = require 'utils.global'
local Gui = require 'utils.gui'
local Event = require 'utils.event'
local PlayerStats = require 'features.player_stats'
local Game = require 'utils.game'
local math = require 'utils.math'
local format = string.format
local size = table.size
local insert = table.insert
local pairs = pairs
local tonumber = tonumber
local clamp = math.clamp
local floor = math.floor
local ceil = math.ceil
local market_frame_name = Gui.uid_name()
local market_frame_close_button_name = Gui.uid_name()
local item_button_name = Gui.uid_name()
local count_slider_name = Gui.uid_name()
local count_text_name = Gui.uid_name()
local color_red = {r = 1, b = 0, g = 0}
local Retailer = {}
---Global storage
---Markets are indexed by the position "x,y" and contains the group it belongs to
---Items are indexed by the group name and is a list indexed by the item name and contains the prices per item
local memory = {
markets = {},
items = {},
group_label = {},
}
Global.register({
memory = memory,
}, function (tbl)
memory = tbl.memory
end)
---Sets the name of the market group, provides a user friendly label in the GUI.
---@param group_name string
---@param label string
function Retailer.set_market_group_label(group_name, label)
memory.group_label[group_name] = label
end
---Returns all item for the group_name retailer.
---@param group_name string
function Retailer.get_items(group_name)
return memory.items[group_name] or {}
end
---Removes an item from the markets for the group_name retailer.
---@param group_name string
---@param item_name string
function Retailer.remove_item(group_name, item_name)
if not memory.items[group_name] then
return
end
memory.items[group_name][item_name] = nil
end
local function redraw_market_items(data)
local grid = data.grid
Gui.clear(grid)
local count = data.count
local market_items = data.market_items
local player_coins = data.player_coins
if size(market_items) == 0 then
grid.add({type = 'label', caption = 'No items available at this time'})
return
end
for i, item in pairs(market_items) do
local price = item.price
local tooltip = {'', item.name_label, format('\nprice: %d', price)}
local description = item.description
local total_price = ceil(price * count)
local message
if total_price == 1 then
message = '1 coin'
else
message = total_price .. ' coins'
end
local missing_coins = total_price - player_coins
local is_missing_coins = missing_coins > 0
if description then
insert(tooltip, '\n' .. item.description)
end
if is_missing_coins then
insert(tooltip, '\n\n' .. format('Missing %d coins to buy %d', missing_coins, count))
end
local button = grid.add({type = 'flow'}).add({
type = 'sprite-button',
name = item_button_name,
sprite = item.sprite,
number = count,
tooltip = tooltip,
})
button.style = 'slot_button'
Gui.set_data(button, {index = i, data = data})
local label = grid.add({type = 'label', caption = message})
local label_style = label.style
label_style.width = 93
label_style.height = 38
label_style.font = 'default-bold'
if is_missing_coins then
label_style.font_color = color_red
button.enabled = false
end
end
end
local function do_coin_label(coin_count, label)
if coin_count == 1 then
label.caption = '1 coin available'
else
label.caption = coin_count .. ' coins available'
end
label.style.font = 'default-bold'
end
local function draw_market_frame(player, group_name)
local frame = player.gui.center.add({
type = 'frame',
name = market_frame_name,
caption = memory.group_label[group_name] or 'Market',
direction = 'vertical',
})
local scroll_pane = frame.add({type = 'scroll-pane'})
local scroll_style = scroll_pane.style
scroll_style.maximal_height = 600
local grid = scroll_pane.add({type = 'table', column_count = 10})
local market_items = Retailer.get_items(group_name)
local player_coins = player.get_item_count('coin')
local data = {grid = grid, count = 1, market_items = market_items, player_coins = player_coins}
local coin_label = frame.add({type = 'label'})
do_coin_label(player_coins, coin_label)
data.coin_label = coin_label
redraw_market_items(data)
local bottom_grid = frame.add({type = 'table', column_count = 2})
bottom_grid.add({type = 'label', caption = 'Quantity: '}).style.font = 'default-bold'
local count_text = bottom_grid.add({
type = 'text-box',
name = count_text_name,
text = '1',
})
local count_slider = frame.add({
type = 'slider',
name = count_slider_name,
minimum_value = 1,
maximum_value = 7,
value = 1,
})
frame.add({name = market_frame_close_button_name, type = 'button', caption = 'Close'})
count_slider.style.width = 115
count_text.style.width = 45
data.slider = count_slider
data.text = count_text
Gui.set_data(count_slider, data)
Gui.set_data(count_text, data)
return frame
end
Event.add(defines.events.on_gui_opened, function (event)
if not event.gui_type == defines.gui_type.entity then
return
end
local player = Game.get_player_by_index(event.player_index)
if not player or not player.valid then
return
end
local entity = event.entity
if not entity or not entity.valid then
return
end
local position = entity.position
local group_name = memory.markets[position.x .. ',' .. position.y]
if not group_name then
return
end
local frame = draw_market_frame(player, group_name)
player.opened = frame
end)
Gui.on_custom_close(market_frame_name, function (event)
local element = event.element
Gui.destroy(element)
end)
local function close_market_gui(player)
local element = player.gui.center
if element and element.valid then
element = element[market_frame_name]
if element and element.valid then
Gui.destroy(element)
end
end
end
Gui.on_click(market_frame_close_button_name, function (event)
close_market_gui(event.player)
end)
Event.add(defines.events.on_player_died, function (event)
local player = Game.get_player_by_index(event.player_index or 0)
if not player or not player.valid then
return
end
close_market_gui(player)
end)
Gui.on_value_changed(count_slider_name, function (event)
local element = event.element
local data = Gui.get_data(element)
local value = floor(element.slider_value)
local count
if value % 2 == 0 then
count = 10 ^ (value * 0.5) * 0.5
else
count = 10 ^ ((value - 1) * 0.5)
end
data.count = count
data.text.text = count
redraw_market_items(data)
end)
Gui.on_text_changed(count_text_name, function (event)
local element = event.element
local data = Gui.get_data(element)
local count = tonumber(element.text)
if count then
count = floor(count)
count = clamp(count, 1, 1000)
data.count = count
data.text.text = count
else
data.count = 1
end
redraw_market_items(data)
end)
Gui.on_click(item_button_name, function (event)
local player = event.player
local element = event.element
local button_data = Gui.get_data(element)
local data = button_data.data
local item = data.market_items[button_data.index]
local name = item.name
local price = item.price
local count = data.count
local cost = ceil(price * count)
local coin_count = player.get_item_count('coin')
if cost > coin_count then
player.print('Insufficient coins')
return
end
local inserted = player.insert({name = name, count = count})
if inserted < count then
player.print('Insufficient inventory space')
if inserted > 0 then
player.remove_item({name = name, count = inserted})
end
return
end
player.remove_item({name = 'coin', count = cost})
local player_coins = data.player_coins - cost
data.player_coins = player_coins
do_coin_label(player_coins, data.coin_label)
redraw_market_items(data)
PlayerStats.change_coin_spent(player.index, cost)
end)
---Add a market to the group_name retailer.
---@param group_name string
---@param market_entity LuaEntity
function Retailer.add_market(group_name, market_entity)
local position = market_entity.position
memory.markets[position.x .. ',' .. position.y] = group_name
end
---Sets an item for all the group_name markets.
---@param group_name string
---@param prototype table with item name and price
function Retailer.set_item(group_name, prototype)
if not memory.items[group_name] then
memory.items[group_name] = {}
end
local item_name = prototype.name
local name_label = prototype.name_label
if not name_label then
local item_prototype = game.item_prototypes[item_name]
name_label = item_prototype and item_prototype.localised_name
end
prototype.name_label = name_label or item_name
prototype.sprite = prototype.sprite or 'item/' .. item_name
memory.items[group_name][item_name] = prototype
end
return Retailer