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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

new progressbar and smaller improvements
This commit is contained in:
der-dave 2018-11-05 19:03:27 +01:00
parent c9dad100ec
commit cc33c95eac

View File

@ -204,13 +204,32 @@ local function get_data(unlocks, stone, type)
return result return result
end end
local function get_stone_level(unlocks, stone)
local count = 1
local ret = {act = 0, next = 0}
for _, data in pairs(unlocks) do
if data.stone > stone then
ret.next = data.stone
break
end
count = count + 1
end
if count < 2 then
ret.act = 0 -- predefine with 0 if nothing sent yet (at beginning)
else
ret.act = unlocks[count - 1].stone
end
return ret
end
local tag_label_stone = Gui.uid_name() local tag_label_stone = Gui.uid_name()
local tag_label_buff = Gui.uid_name() local tag_label_buff = Gui.uid_name()
local tag_label_item = Gui.uid_name() local tag_label_item = Gui.uid_name()
local function apply_heading_style(style) local function apply_heading_style(style, width)
style.font = 'default-bold' style.font = 'default-bold'
style.align = 'center' style.align = 'center'
style.width = width
end end
local function redraw_heading(data) local function redraw_heading(data)
@ -220,34 +239,48 @@ local function redraw_heading(data)
local heading_table = frame.add {type = 'table', column_count = 3} 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 = heading_table.add {type = 'label', name = tag_label_stone, caption = 'Name'}
local label_style = label.style apply_heading_style(label.style, 90)
apply_heading_style(label_style)
label_style.width = 90
local label = heading_table.add {type = 'label', name = tag_label_buff, caption = 'Buff'} local label = heading_table.add {type = 'label', name = tag_label_buff, caption = 'Buff'}
local label_style = label.style apply_heading_style(label.style, 200)
apply_heading_style(label_style)
label_style.width = 200
local label = heading_table.add {type = 'label', name = tag_label_item, caption = 'Item'} local label = heading_table.add {type = 'label', name = tag_label_item, caption = 'Item'}
local label_style = label.style apply_heading_style(label.style, 200)
apply_heading_style(label_style)
label_style.width = 200
end end
local function redraw_progressbar(data) local function redraw_progressbar(data)
local progressbar = data.market_progressbar
Gui.clear(progressbar)
progressbar.style.width = 540 local flow = data.market_progressbars
Gui.clear(flow)
-- overall progress
-- get highest amount of stone -- get highest amount of stone
local number_of_unlockables = #config.unlockables local number_of_unlockables = #config.unlockables
local highest_amount = config.unlockables[number_of_unlockables].stone local highest_amount = config.unlockables[number_of_unlockables].stone
-- calc % of stones sent -- calc % of stones sent
local stone_sent = stone_tracker.stone_sent_to_surface / highest_amount local stone_sent = stone_tracker.stone_sent_to_surface / highest_amount
progressbar.value = stone_sent local overall_descr = flow.add({type = 'label', name = 'Diggy.MarketExchange.Frame.Progress.Overall', caption = 'Overall progress:'})
apply_heading_style(overall_descr.style)
local overall_progressbar = flow.add({type = 'progressbar', tooltip = stone_sent * 100 .. '% stones sent'})
overall_progressbar.style.width = 540
overall_progressbar.value = stone_sent
-- progress bar for next level
local stone_level = get_stone_level(config.unlockables, stone_tracker.stone_sent_to_surface)
local act_stone = stone_level.act
local next_stone = stone_level.next
local range = next_stone - act_stone
local sent = stone_tracker.stone_sent_to_surface - act_stone
local percentage = sent / range
local level_descr = flow.add({type = 'label', name = 'Diggy.MarketExchange.Frame.Progress.Level', caption = 'Progress to next level:'})
apply_heading_style(level_descr.style)
local level_progressbar = flow.add({type = 'progressbar', tooltip = percentage * 100 .. '% stone to next level'})
level_progressbar.style.width = 540
level_progressbar.value = percentage
end end
local function redraw_table(data) local function redraw_table(data)
@ -261,6 +294,7 @@ local function redraw_table(data)
local number_of_rows = 0 local number_of_rows = 0
local row = {} local row = {}
-- create the progress bars in the window
redraw_progressbar(data) redraw_progressbar(data)
-- create table headings -- create table headings
@ -412,7 +446,8 @@ local function toggle(event)
frame = center.add({name = 'Diggy.MarketExchange.Frame', type = 'frame', direction = 'vertical'}) frame = center.add({name = 'Diggy.MarketExchange.Frame', type = 'frame', direction = 'vertical'})
local market_progressbar = frame.add({type = 'progressbar', tooltip = '% stones sent'}) --local market_progressbar = frame.add({type = 'progressbar', tooltip = '% stones sent'})
local market_progressbars = frame.add({type = 'flow', direction = 'vertical'})
local market_list_heading = frame.add({type = 'flow', direction = 'horizontal'}) local market_list_heading = frame.add({type = 'flow', direction = 'horizontal'})
@ -423,7 +458,7 @@ local function toggle(event)
local data = { local data = {
frame = frame, frame = frame,
market_progressbar = market_progressbar, market_progressbars = market_progressbars,
market_list_heading = market_list_heading, market_list_heading = market_list_heading,
market_scroll_pane = market_scroll_pane, market_scroll_pane = market_scroll_pane,
} }