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https://github.com/Refactorio/RedMew.git
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Merge pull request #1081 from grilledham/paint_brush_color_concrete
Change paint tool to use coloured concrete.
This commit is contained in:
commit
39568ebff2
@ -106,7 +106,10 @@ global.config = {
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},
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-- adds a paint brush
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paint = {
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enabled = true
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enabled = true,
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-- Sometimes the hidden tile information is lost, the fallback tile will be used when removing those tiles.
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fallback_hidden_tile = 'dirt-6',
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prevent_on_landfill = true
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},
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-- autofill turrets with ammo
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autofill = {
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@ -94,7 +94,7 @@ local function toggle_main_frame(event)
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Gui.set_data(button, name)
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end
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frame.add {type = 'button', name = main_button_name, caption = 'Close'}
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frame.add {type = 'button', name = main_button_name, caption = {'common.close_button'}}
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local data = {
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enabled_checkbox = enabled_checkbox,
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@ -2,32 +2,26 @@ local Event = require 'utils.event'
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local Gui = require 'utils.gui'
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local Global = require 'utils.global'
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local brush_tool = 'refined-hazard-concrete'
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local config = global.config.paint
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local default_fallback_hidden_tile = 'dirt-6'
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local brush_tools = {
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['refined-concrete'] = true,
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['refined-hazard-concrete'] = true
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}
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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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['acid-refined-concrete'] = true,
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['black-refined-concrete'] = true,
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['blue-refined-concrete'] = true,
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['brown-refined-concrete'] = true,
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['cyan-refined-concrete'] = true,
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['green-refined-concrete'] = true,
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['orange-refined-concrete'] = true,
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['pink-refined-concrete'] = true,
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['purple-refined-concrete'] = true,
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['red-refined-concrete'] = true,
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['yellow-refined-concrete'] = true
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}
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local main_button_name = Gui.uid_name()
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@ -50,41 +44,146 @@ Global.register(
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end
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)
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local function refund_tiles(player, tiles)
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local count = 0
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local set_hidden_tile = player.surface.set_hidden_tile
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local fallback_tile = config.fallback_hidden_tile or default_fallback_hidden_tile
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for i = 1, #tiles do
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local tile_data = tiles[i]
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if valid_filters[tile_data.old_tile.name] then
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count = count + 1
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set_hidden_tile(tile_data.position, fallback_tile)
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end
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end
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if count > 0 then
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player.insert {name = 'refined-concrete', count = count}
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end
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end
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local function player_build_tile(event)
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local item = event.item
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if not item then
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return
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end
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if item.name ~= brush_tool then
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local item_name = item.name
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if not brush_tools[item_name] then
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return
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end
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local replace_tile = paint_brushes_by_player[event.player_index]
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local player_index = event.player_index
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local player = game.get_player(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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local surface = game.surfaces[event.surface_index]
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if not surface or not surface.valid then
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return
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end
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local replace_tile = paint_brushes_by_player[player_index]
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if not replace_tile then
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refund_tiles(player, event.tiles)
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return
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end
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local player = game.get_player(event.player_index)
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if not player.gui.left[main_frame_name] then
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refund_tiles(player, event.tiles)
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return
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end
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local get_hidden_tile = surface.get_hidden_tile
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local tile_name = event.tile.name
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local tiles = event.tiles
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local count = 0
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local hidden_tiles = {}
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local prevent_on_landfill = config.prevent_on_landfill
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local print_no_landfill_message = false
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local fallback_tile = config.fallback_hidden_tile or default_fallback_hidden_tile
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for i = 1, #tiles do
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local tile_data = tiles[i]
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local hidden_tile = get_hidden_tile(tile_data.position)
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if prevent_on_landfill and hidden_tile == 'landfill' then
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tile_data.name = tile_name
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print_no_landfill_message = true
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goto continue
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end
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tile_data.name = replace_tile
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if valid_filters[tile_data.old_tile.name] then
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count = count + 1
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end
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if valid_filters[hidden_tile] then
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hidden_tiles[#hidden_tiles + 1] = {position = tile_data.position, name = fallback_tile}
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end
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::continue::
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end
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surface.set_tiles(tiles)
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local set_hidden_tile = surface.set_hidden_tile
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for i = 1, #hidden_tiles do
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local tile = hidden_tiles[i]
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set_hidden_tile(tile.position, tile.name)
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end
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if count > 0 then
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player.insert {name = item_name, count = count}
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end
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if print_no_landfill_message then
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player.print({'paint.no_place_landfill'})
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end
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end
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local function robot_built_tile(event)
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local item = event.item
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if not item then
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return
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end
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local item_name = item.name
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if not brush_tools[item_name] then
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return
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end
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local surface = game.surfaces[event.surface_index]
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if not surface or not surface.valid then
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return
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end
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local tiles = event.tiles
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local count = 0
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local hidden_tiles = {}
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local fallback_tile = config.fallback_hidden_tile or default_fallback_hidden_tile
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for i = 1, #tiles do
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local tile_data = tiles[i]
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tile_data.name = replace_tile
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local hidden_tile = surface.get_hidden_tile(tile_data.position)
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if tile_data.old_tile.name == replace_tile then
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count = count + 1
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if valid_filters[hidden_tile] then
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hidden_tiles[#hidden_tiles + 1] = {position = tile_data.position, name = fallback_tile}
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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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for i = 1, #hidden_tiles do
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local tile = hidden_tiles[i]
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surface.set_hidden_tile(tile.position, tile.name)
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end
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end
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if count > 0 then
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player.insert {name = brush_tool, count = count}
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local function get_tile_localised_name(tile_name)
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if not tile_name then
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return
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end
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local proto = game.tile_prototypes[tile_name]
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if proto then
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return proto.localised_name or proto.name
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end
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end
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@ -115,22 +214,29 @@ local function draw_filters_table(event)
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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 = 'Palette'}
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local frame =
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center.add {type = 'frame', name = filters_table_name, direction = 'vertical', caption = {'paint.palette'}}
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local t = frame.add {type = 'table', column_count = 10}
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local t = frame.add {type = 'table', column_count = 6}
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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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for tile_name, _ in pairs(valid_filters) do
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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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local button =
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flow.add {
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type = 'sprite-button',
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name = filter_element_name,
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sprite = 'tile/' .. tile_name,
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tooltip = get_tile_localised_name(tile_name)
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}
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Gui.set_data(button, {frame = frame, tile_name = tile_name})
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button.style = 'slot_button'
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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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local close = flow.add {type = 'button', name = filter_table_close_button_name, caption = {'common.close_button'}}
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Gui.set_data(close, frame)
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event.player.opened = frame
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@ -159,25 +265,34 @@ local function toggle(event)
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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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caption = {'paint.frame_name'}
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}
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local tooltip = paint_brushes_by_player[event.player_index] or ''
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local top_flow = main_frame.add {type = 'flow', direction = 'horizontal'}
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local tile_name = paint_brushes_by_player[event.player_index]
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local brush =
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main_frame.add({type = 'flow'}).add {
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top_flow.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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tooltip = get_tile_localised_name(tile_name) or {'paint.select_brush'},
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sprite = tile_name and 'tile/' .. tile_name
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}
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brush.style = 'slot_button'
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local label = top_flow.add {type = 'label', caption = {'paint.instructions'}}
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local label_style = label.style
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label_style.font = 'default-bold'
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label_style.single_line = false
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label_style.left_padding = 10
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local buttons_flow = main_frame.add {type = 'flow', direction = 'horizontal'}
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buttons_flow.add {type = 'button', name = main_button_name, caption = 'Close'}
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buttons_flow.add {type = 'button', name = main_button_name, caption = {'common.close_button'}}
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local clear_brush = buttons_flow.add {type = 'button', name = filter_clear_name, caption = 'Clear Brush'}
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local clear_brush =
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buttons_flow.add {type = 'button', name = filter_clear_name, caption = {'paint.clear_brush'}}
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Gui.set_data(clear_brush, brush)
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end
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end
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@ -191,7 +306,7 @@ Gui.on_click(
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paint_brushes_by_player[event.player_index] = nil
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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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element.tooltip = {'paint.select_brush'}
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else
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draw_filters_table(event)
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end
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@ -204,7 +319,7 @@ Gui.on_click(
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local brush = Gui.get_data(event.element)
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brush.sprite = 'utility/pump_cannot_connect_icon'
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brush.tooltip = ''
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brush.tooltip = {'paint.select_brush'}
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paint_brushes_by_player[event.player_index] = nil
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end
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@ -218,15 +333,16 @@ Gui.on_click(
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return
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end
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local frame = Gui.get_data(element)
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local data = Gui.get_data(element)
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local frame = data.frame
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local tile_name = data.tile_name
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local filter_button = Gui.get_data(frame)
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paint_brushes_by_player[event.player_index] = element.tooltip
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paint_brushes_by_player[event.player_index] = tile_name
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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_recursively(frame)
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frame.destroy()
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Gui.destroy(frame)
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end
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)
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@ -234,8 +350,7 @@ 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_recursively(frame)
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frame.destroy()
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Gui.destroy(frame)
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end
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)
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@ -243,8 +358,7 @@ 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_recursively(element)
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element.destroy()
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Gui.destroy(element)
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end
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)
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@ -252,3 +366,4 @@ Gui.allow_player_to_toggle_top_element_visibility(main_button_name)
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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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Event.add(defines.events.on_robot_built_tile, robot_built_tile)
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@ -169,3 +169,11 @@ research_finished=[technology=__1__] has been researched.
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name=Snake
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spawn_snake_fail=Unable to spawn snake, please try again.
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snake_destroyed=__1__ has been destroyed with a score of __2__.
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[paint]
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frame_name=Paint Brush
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clear_brush=Clear Brush
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palette=Palette
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select_brush=Select Brush Tile.
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instructions=Select a brush tile to replace [item=refined-concrete] and [item=refined-hazard-concrete].\nOnly works when Paint Brush window is open.
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no_place_landfill=Coloured concrete can not be placed on landfill tiles.
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@ -92,7 +92,7 @@ empty_cursor_error_message=Click the button with a blueprint or blueprint book.
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no_filters_error_message=No filters have been set.
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[paint]
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tooltip=Landscape painting tool
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tooltip=Refined concrete painting tool
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[tag_group]
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tooltip=Player tag group management
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@ -76,5 +76,6 @@ return {
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{price = 25, name = 'construction-robot'},
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{price = 350, name = 'energy-shield-equipment'},
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{price = 750, name = 'personal-laser-defense-equipment'},
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{price = 1, name = 'refined-concrete'},
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{price = 1, name = 'refined-hazard-concrete'},
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}
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