local Event = require 'utils.event' local Gui = require 'utils.gui' local Global = require 'utils.global' local config = storage.config.paint local default_fallback_hidden_tile = 'dirt-6' local brush_tools = { ['refined-concrete'] = true, ['refined-hazard-concrete'] = true } local valid_filters = { ['acid-refined-concrete'] = true, ['black-refined-concrete'] = true, ['blue-refined-concrete'] = true, ['brown-refined-concrete'] = true, ['cyan-refined-concrete'] = true, ['green-refined-concrete'] = true, ['orange-refined-concrete'] = true, ['pink-refined-concrete'] = true, ['purple-refined-concrete'] = true, ['red-refined-concrete'] = true, ['yellow-refined-concrete'] = true } local main_button_name = Gui.uid_name() local main_frame_name = Gui.uid_name() local filter_button_name = Gui.uid_name() local filter_clear_name = Gui.uid_name() local filter_element_name = Gui.uid_name() local filters_table_name = Gui.uid_name() local filter_table_close_button_name = Gui.uid_name() local paint_brushes_by_player = {} Global.register( { paint_brushes_by_player = paint_brushes_by_player }, function(tbl) paint_brushes_by_player = tbl.paint_brushes_by_player end ) local function refund_tiles(player, tiles) local count = 0 local set_hidden_tile = player.surface.set_hidden_tile local fallback_tile = config.fallback_hidden_tile or default_fallback_hidden_tile for i = 1, #tiles do local tile_data = tiles[i] if valid_filters[tile_data.old_tile.name] then count = count + 1 set_hidden_tile(tile_data.position, fallback_tile) end end if count > 0 then player.insert {name = 'refined-concrete', count = count} end end local function player_build_tile(event) local item = event.item if not item then return end local item_name = item.name if not brush_tools[item_name] then return end local player_index = event.player_index local player = game.get_player(player_index) if not player or not player.valid then return end local surface = game.surfaces[event.surface_index] if not surface or not surface.valid then return end local replace_tile = paint_brushes_by_player[player_index] if not replace_tile then refund_tiles(player, event.tiles) return end if not Gui.get_left_element(player, main_frame_name) then refund_tiles(player, event.tiles) return end local get_hidden_tile = surface.get_hidden_tile local tile_name = event.tile.name local tiles = event.tiles local count = 0 local hidden_tiles = {} local prevent_on_landfill = config.prevent_on_landfill local print_no_landfill_message = false local fallback_tile = config.fallback_hidden_tile or default_fallback_hidden_tile for i = 1, #tiles do local tile_data = tiles[i] local hidden_tile = get_hidden_tile(tile_data.position) if prevent_on_landfill and hidden_tile == 'landfill' then tile_data.name = tile_name print_no_landfill_message = true goto continue end tile_data.name = replace_tile if valid_filters[tile_data.old_tile.name] then count = count + 1 end if valid_filters[hidden_tile] then hidden_tiles[#hidden_tiles + 1] = {position = tile_data.position, name = fallback_tile} end ::continue:: end surface.set_tiles(tiles) local set_hidden_tile = surface.set_hidden_tile for i = 1, #hidden_tiles do local tile = hidden_tiles[i] set_hidden_tile(tile.position, tile.name) end if count > 0 then player.insert {name = item_name, count = count} end if print_no_landfill_message then player.print({'paint.no_place_landfill'}) end end local function robot_built_tile(event) local item = event.item if not item then return end local item_name = item.name if not brush_tools[item_name] then return end local surface = game.surfaces[event.surface_index] if not surface or not surface.valid then return end local tiles = event.tiles local hidden_tiles = {} local fallback_tile = config.fallback_hidden_tile or default_fallback_hidden_tile for i = 1, #tiles do local tile_data = tiles[i] local hidden_tile = surface.get_hidden_tile(tile_data.position) if valid_filters[hidden_tile] then hidden_tiles[#hidden_tiles + 1] = {position = tile_data.position, name = fallback_tile} end end for i = 1, #hidden_tiles do local tile = hidden_tiles[i] surface.set_hidden_tile(tile.position, tile.name) end end local function get_tile_localised_name(tile_name) if not tile_name then return end local proto = prototypes.tile[tile_name] if proto then return proto.localised_name or proto.name end end local function player_created(event) local player = game.get_player(event.player_index) if not player or not player.valid then return end local b = Gui.add_top_element(player, { name = main_button_name, type = 'sprite-button', sprite = 'utility/spray_icon', tooltip = {'paint.tooltip'}, auto_toggle = true, } ) b.style.padding = 2 end local function draw_filters_table(event) local center = event.player.gui.center if center[filters_table_name] then return end local frame = center.add {type = 'frame', name = filters_table_name, direction = 'vertical', caption = {'paint.palette'}} local t = frame.add {type = 'table', column_count = 6} t.style.horizontal_spacing = 0 t.style.vertical_spacing = 0 for tile_name, _ in pairs(valid_filters) do local flow = t.add {type = 'flow'} local button = flow.add { type = 'sprite-button', name = filter_element_name, sprite = 'tile/' .. tile_name, tooltip = get_tile_localised_name(tile_name) } Gui.set_data(button, {frame = frame, tile_name = tile_name}) button.style = 'slot_button' end local flow = frame.add {type = 'flow'} local close_button = Gui.make_close_button(flow, filter_table_close_button_name) Gui.set_data(close_button, frame) event.player.opened = frame Gui.set_data(frame, event.element) end local function toggle(event) local player = event.player local main_frame = Gui.get_left_element(player, main_frame_name) if main_frame and main_frame.valid then Gui.destroy(main_frame) local main_button = Gui.get_top_element(player, main_button_name) main_button.toggled = false else main_frame = Gui.add_left_element(player, { type = 'frame', name = main_frame_name, direction = 'vertical', caption = {'paint.frame_name'} }) local top_flow = main_frame.add {type = 'flow', direction = 'horizontal'} local tile_name = paint_brushes_by_player[event.player_index] local brush = top_flow.add({type = 'flow'}).add { type = 'sprite-button', name = filter_button_name, tooltip = get_tile_localised_name(tile_name) or {'paint.select_brush'}, sprite = tile_name and 'tile/' .. tile_name } brush.style = 'slot_button' local label = top_flow.add {type = 'label', caption = {'paint.instructions'}} local label_style = label.style label_style.font = 'default-bold' label_style.single_line = false label_style.left_padding = 10 local buttons_flow = main_frame.add {type = 'flow', direction = 'horizontal'} Gui.make_close_button(buttons_flow, main_button_name) local clear_brush = buttons_flow.add {type = 'button', name = filter_clear_name, caption = {'paint.clear_brush'}} Gui.set_data(clear_brush, brush) end end Gui.on_click(main_button_name, toggle) Gui.on_click( filter_button_name, function(event) if event.button == defines.mouse_button_type.right then paint_brushes_by_player[event.player_index] = nil local element = event.element element.sprite = 'utility/pump_cannot_connect_icon' element.tooltip = {'paint.select_brush'} else draw_filters_table(event) end end ) Gui.on_click( filter_clear_name, function(event) local brush = Gui.get_data(event.element) brush.sprite = 'utility/pump_cannot_connect_icon' brush.tooltip = {'paint.select_brush'} paint_brushes_by_player[event.player_index] = nil end ) Gui.on_click( filter_element_name, function(event) local element = event.element if not element or not element.valid then return end local data = Gui.get_data(element) local frame = data.frame local tile_name = data.tile_name local filter_button = Gui.get_data(frame) paint_brushes_by_player[event.player_index] = tile_name filter_button.sprite = element.sprite filter_button.tooltip = element.tooltip Gui.destroy(frame) end ) Gui.on_click( filter_table_close_button_name, function(event) local frame = Gui.get_data(event.element) Gui.destroy(frame) end ) Gui.on_custom_close( filters_table_name, function(event) local element = event.element Gui.destroy(element) end ) Gui.allow_player_to_toggle_top_element_visibility(main_button_name) Event.add(defines.events.on_player_created, player_created) Event.add(defines.events.on_player_built_tile, player_build_tile) Event.add(defines.events.on_robot_built_tile, robot_built_tile)