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RedMew/features/retailer.lua

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--- The Retailer provides a market replacement GUI with additional
--- functionality. To register a market, you need the market entity and a name
--- for the market group:
---
--- Retailer.add_market(group_name, market_entity)
---
--- If you don't have a group name or don't want to re-use it, you can generate
--- a group name with:
---
--- local group_name = Retailer.generate_group_id()
---
--- To change the description displayed in the market GUI, you can call:
---
--- Retailer.set_market_group_label(group_name, 'Name of your market')
---
--- To add, remove, disable and enable items, you can call their respective
--- functions. Note that each item can be added only once and will replace the
--- previous if set again. Calling any of those functions will trigger a GUI
--- redraw for all markets in that group in the next tick.
---
--- When an item is bought from the market, it will raise an event you can
--- listen to: Retailer.events.on_market_purchase. Items can be registered
--- with different types. By default the type is 'item', which will insert the
--- item(s) bought into the player's inventory. Anything else will merely
--- remove the coins and trigger the event. You can listen to this event and do
--- whatever custom handling you want.
---
--- Items support the following structure:
--- {
--- name: the (raw) item inserted in inventory, does nothing when type is not item
--- name_label: the name shown in the GUI. If omitted and a prototype exists for 'name', it will use that LocalisedString
--- sprite: a custom sprite, will use 'item/<name>' if omitted
--- price: the price of an item, supports floats (0.95 for example)
--- description: an additional description displayed in the tooltip
--- disabled: whether or not the item should be disabled by default
--- disabled_reason: the reason the item is disabled
--- }
---
---
require 'utils.table'
local Global = require 'utils.global'
local Gui = require 'utils.gui'
local Event = require 'utils.event'
local Token = require 'utils.token'
local Schedule = require 'utils.schedule'
local PlayerStats = require 'features.player_stats'
local Game = require 'utils.game'
local math = require 'utils.math'
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local Color = require 'resources.color_presets'
local format = string.format
local size = table.size
local insert = table.insert
local pairs = pairs
local tonumber = tonumber
local set_timeout_in_ticks = Schedule.set_timeout_in_ticks
local clamp = math.clamp
local floor = math.floor
local ceil = math.ceil
local raise_event = script.raise_event
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 Retailer = {}
Retailer.events = {
--- Triggered when a purchase is made
-- Event {
-- item = item,
-- count = count,
-- player = player,
-- group_name = group_name,
-- }
on_market_purchase = script.generate_event_name(),
}
local market_gui_close_distance_squared = 6 * 6 + 6 * 6
local do_update_market_gui -- token
---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
---players_in_market_view is a list of {position, group_name} data
local memory = {
id = 0,
markets = {},
items = {},
group_label = {},
players_in_market_view = {},
market_gui_refresh_scheduled = {},
}
Global.register({
memory = memory,
}, function (tbl)
memory = tbl.memory
end)
local function schedule_market_gui_refresh(group_name)
if memory.market_gui_refresh_scheduled[group_name] then
-- already scheduled
return
end
set_timeout_in_ticks(1, do_update_market_gui, {group_name = group_name})
memory.market_gui_refresh_scheduled[group_name] = true
end
---Generates a unique identifier for a market group name, as alternative for a custom name.
function Retailer.generate_group_id()
local id = memory.id + 1
memory.id = id
return 'market-' .. id
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
schedule_market_gui_refresh(group_name)
end
---Gets the name of the market group.
---@param group_name string
function Retailer.get_market_group_label(group_name)
return memory.group_label[group_name] or 'Market'
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
schedule_market_gui_refresh(group_name)
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: %.2f', price)}
local description = item.description
local total_price = ceil(price * count)
local disabled = item.disabled == true
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 disabled then
insert(tooltip, '\n\n' .. (item.disabled_reason or 'Not available'))
elseif 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 = 32
label_style.font = 'default-bold'
label_style.vertical_align = 'center'
if disabled then
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label_style.font_color = Color.dark_grey
button.enabled = false
elseif is_missing_coins then
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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 = Retailer.get_market_group_label(group_name),
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,
market_group = group_name,
}
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)
Gui.set_data(frame, data)
return frame
end
---Returns the group name of the market at the given position, nil if not registered.
---@param position Position
local function get_market_group_name(position)
return memory.markets[position.x .. ',' .. position.y]
end
---Sets the group name for a market at a given position.
---@param position Position
---@param group_name string
local function set_market_group_name(position, group_name)
memory.markets[position.x .. ',' .. position.y] = group_name
end
Event.add(defines.events.on_gui_opened, function (event)
if not event.gui_type == defines.gui_type.entity then
return
end
local entity = event.entity
if not entity or not entity.valid then
return
end
local position = entity.position
local group_name = get_market_group_name(position)
if not group_name then
return
end
local player = Game.get_player_by_index(event.player_index)
if not player or not player.valid then
return
end
memory.players_in_market_view[player.index] = {
position = position,
group_name = group_name,
}
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
memory.players_in_market_view[event.player.index] = nil
Gui.destroy(element)
end)
local function close_market_gui(player)
local element = player.gui.center
memory.players_in_market_view[player.index] = nil
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]
if not item then
player.print('This item is no longer available in the market')
return
end
if item.disabled then
player.print({'', item.name_label, ' is disabled. ', item.disabled_reason or ''})
return
end
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
if item.type == 'item' then
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
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)
raise_event(Retailer.events.on_market_purchase, {
item = item,
count = count,
player = player,
})
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)
set_market_group_name(market_entity.position, 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
prototype.type = prototype.type or 'item'
memory.items[group_name][item_name] = prototype
schedule_market_gui_refresh(group_name)
end
---Enables a market item by group name and item name if it's registered.
---@param group_name string
---@param item_name string
function Retailer.enable_item(group_name, item_name)
if not memory.items[group_name] then
return
end
local prototype = memory.items[group_name][item_name]
if not prototype then
return
end
prototype.disabled = false
prototype.disabled_reason = false
schedule_market_gui_refresh(group_name)
end
---Disables a market item by group name and item name if it's registered.
---@param group_name string
---@param item_name string
---@param disabled_reason string
function Retailer.disable_item(group_name, item_name, disabled_reason)
if not memory.items[group_name] then
return
end
local prototype = memory.items[group_name][item_name]
if not prototype then
return
end
prototype.disabled = true
prototype.disabled_reason = disabled_reason
schedule_market_gui_refresh(group_name)
end
do_update_market_gui = Token.register(function(params)
local group_name = params.group_name
for player_index, view_data in pairs(memory.players_in_market_view) do
if group_name == view_data.group_name then
local player = Game.get_player_by_index(player_index)
if player and player.valid then
local frame = player.gui.center[market_frame_name]
if not frame or not frame.valid then
-- player already closed the market GUI and somehow this was not reported
memory.players_in_market_view[player_index] = nil
else
redraw_market_items(Gui.get_data(frame))
end
else
-- player is no longer in the game, remove it from the market view
memory.players_in_market_view[player_index] = nil
end
end
end
-- mark it as updated
memory.market_gui_refresh_scheduled[group_name] = nil
end)
Event.on_nth_tick(37, function()
for player_index, view_data in pairs(memory.players_in_market_view) do
local player = Game.get_player_by_index(player_index)
if player and player.valid then
local player_position = player.position
local market_position = view_data.position
local delta_x = player_position.x - market_position.x
local delta_y = player_position.y - market_position.y
if delta_x * delta_x + delta_y * delta_y > market_gui_close_distance_squared then
close_market_gui(player)
end
else
-- player is no longer in the game, remove it from the market view
memory.players_in_market_view[player_index] = nil
end
end
end)
return Retailer