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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-14 10:13:13 +02:00

Update map_gen/Diggy/Feature/MarketExchange.lua

first checkin
This commit is contained in:
der-dave 2018-10-25 12:34:50 +02:00
parent 1c4dce0b86
commit 45a8afc5d4

View File

@ -186,35 +186,145 @@ local function redraw_title(data)
data.frame.caption = stone_tracker.stone_sent_to_surface .. ' ' .. config.currency_item .. ' sent to the surface'
end
local function redraw_list(data)
local function get_data(unlocks, stone, type)
local result = {}
for _, data in pairs(unlocks) do
if data.stone == stone and data.type == type then
table.insert(result, data)
end
end
return result
end
local tag_label_stone = Gui.uid_name()
local tag_label_buff = Gui.uid_name()
local tag_label_item = Gui.uid_name()
local function apply_heading_style(style)
style.font = 'default-bold'
style.align = 'center'
end
local function redraw_heading(data)
local frame = data.market_scroll_pane
Gui.clear(frame)
local heading_table = frame.add {type = 'table', column_count = 3}
local label = heading_table.add {type = 'label', name = tag_label_stone, caption = 'Name'}
local label_style = label.style
apply_heading_style(label_style)
label_style.width = 90
local label = heading_table.add {type = 'label', name = tag_label_buff, caption = 'Buff'}
local label_style = label.style
apply_heading_style(label_style)
label_style.width = 200
local label = heading_table.add {type = 'label', name = tag_label_item, caption = 'Item'}
local label_style = label.style
apply_heading_style(label_style)
label_style.width = 200
end
local function redraw_table(data)
local market_scroll_pane = data.market_scroll_pane
Gui.clear(market_scroll_pane)
local add = market_scroll_pane.add
local buffs = {}
local items = {}
local lastStone = 0
local nbrRows = 0
local row = {}
for _, unlockable in pairs(config.unlockables) do
local is_unlocked = unlockable.stone <= stone_tracker.stone_sent_to_surface
local message
-- only add the item to the market if it's between the old and new stone range
if (unlockable.type == 'market') then
message = 'Market item: ' .. unlockable.prototype.name
elseif (unlockable.type == 'buff' and unlockable.prototype.name == 'mining_speed') then
message = 'Manual mining speed: +' .. unlockable.prototype.value .. '%'
elseif (unlockable.type == 'buff' and unlockable.prototype.name == 'inventory_slot') then
message = 'Inventory slot: +' .. unlockable.prototype.value
elseif (unlockable.type == 'buff' and unlockable.prototype.name == 'stone_automation') then
message = 'Automate stone to surface: +' .. unlockable.prototype.value
else
Debug.print('failed getting a message for: ' .. serpent.line(unlockable))
-- create table headings
redraw_heading(data)
-- create table
for i = 1, #config.unlockables do
if config.unlockables[i].stone ~= lastStone then
-- get items and buffs for each stone value
buffs = get_data(config.unlockables, config.unlockables[i].stone, 'buff')
items = get_data(config.unlockables, config.unlockables[i].stone, 'market')
-- get number of rows
if #buffs < #items then
nbrRows = #items
else
nbrRows = #buffs
end
-- loop through buffs and items for number of rows
-- testing here: http://tpcg.io/TX3zsj
for j = 1, nbrRows do
local result = {}
if buffs[j] ~= nil then
result[1] = buffs[j].stone
else
result[1] = items[j].stone
end
if buffs[j] ~= nil then
if buffs[j].prototype.name == 'mining_speed' then
result[2] = '+ '.. buffs[j].prototype.value .. '% mining speed'
end
if buffs[j].prototype.name == 'inventory_slot' then
if buffs[j].prototype.value > 1 then
result[2] = '+ '.. buffs[j].prototype.value .. ' inventory slots'
else
result[2] = '+ '.. buffs[j].prototype.value .. ' inventory slot'
end
end
if buffs[j].prototype.name == 'stone_automation' then
if buffs[j].prototype.value > 1 then
result[2] = '+ '.. buffs[j].prototype.value .. ' stones automatically sent'
else
result[2] = '+ '.. buffs[j].prototype.value .. ' stone automatically sent'
end
end
else
result[2] = ''
end
if items[j] ~= nil then
result[3] = '+ '.. items[j].prototype.name
else
result[3] = ''
end
table.insert(row, result)
end
end
message = unlockable.stone .. ' stone: ' .. message
-- save lastStone
lastStone = config.unlockables[i].stone
end
-- print table
for _, unlockable in pairs(row) do
local is_unlocked = unlockable[1] <= stone_tracker.stone_sent_to_surface
local list = market_scroll_pane.add {type = 'table', column_count = 3 }
local tag_stone = list.add {type = 'label', name = tag_label_stone, caption = unlockable[1]}
tag_stone.style.minimal_width = 90
local tag_buffs = list.add {type = 'label', name = tag_label_buff, caption = unlockable[2]}
tag_buffs.style.minimal_width = 200
local tag_items = list.add {type = 'label', name = tag_label_item, caption = unlockable[3]}
tag_items.style.minimal_width = 200
local label = add({type = 'label', caption = message})
if (is_unlocked) then
label.style.font_color = {r = 1, g = 1, b = 1}
tag_stone.style.font_color = {r = 1, g = 1, b = 1 }
tag_buffs.style.font_color = {r = 1, g = 1, b = 1 }
tag_items.style.font_color = {r = 1, g = 1, b = 1 }
else
label.style.font_color = {r = 0.5, g = 0.5, b = 0.5}
tag_stone.style.font_color = {r = 0.5, g = 0.5, b = 0.5 }
tag_buffs.style.font_color = {r = 0.5, g = 0.5, b = 0.5 }
tag_items.style.font_color = {r = 0.5, g = 0.5, b = 0.5 }
end
end
end
@ -269,7 +379,7 @@ local function toggle(event)
}
redraw_title(data)
redraw_list(data)
redraw_table(data)
Gui.set_data(frame, data)