mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
542 lines
16 KiB
Lua
542 lines
16 KiB
Lua
-- Soft mod version of Blueprint Flipper and Turner https://mods.factorio.com/mods/Marthen/Blueprint_Flip_Turn
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local Event = require 'utils.event'
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local Token = require 'utils.global_token'
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local Gui = require 'utils.gui'
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local function getBlueprintCursorStack(player)
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local cursor = player.cursor_stack
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if
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cursor.valid_for_read and (cursor.name == 'blueprint' or cursor.name == 'blueprint-book') and
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cursor.is_blueprint_setup()
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then --check if is a blueprint, work in book as well
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return cursor
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end
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return nil
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end
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local function flip_v(player)
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local cursor = getBlueprintCursorStack(player)
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if cursor then
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local ents = cursor.get_blueprint_entities()
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if ents then
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for i = 1, #ents do
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local dir = ents[i].direction or 0
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if ents[i].name == 'curved-rail' then
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ents[i].direction = (13 - dir) % 8
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elseif ents[i].name == 'storage-tank' then
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if ents[i].direction == 2 or ents[i].direction == 6 then
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ents[i].direction = 4
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else
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ents[i].direction = 2
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end
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elseif ents[i].name == 'rail-signal' or ents[i].name == 'rail-chain-signal' then
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if dir == 1 then
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ents[i].direction = 7
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elseif dir == 2 then
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ents[i].direction = 6
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elseif dir == 3 then
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ents[i].direction = 5
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elseif dir == 5 then
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ents[i].direction = 3
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elseif dir == 6 then
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ents[i].direction = 2
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elseif dir == 7 then
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ents[i].direction = 1
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end
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elseif ents[i].name == 'train-stop' then
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if dir == 2 then
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ents[i].direction = 6
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elseif dir == 6 then
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ents[i].direction = 2
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end
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else
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ents[i].direction = (12 - dir) % 8
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end
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ents[i].position.y = -ents[i].position.y
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if ents[i].drop_position then
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ents[i].drop_position.y = -ents[i].drop_position.y
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end
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if ents[i].pickup_position then
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ents[i].pickup_position.y = -ents[i].pickup_position.y
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end
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end
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cursor.set_blueprint_entities(ents)
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end
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if cursor.get_blueprint_tiles() ~= nil then
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local ents = cursor.get_blueprint_tiles()
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for i = 1, #ents do
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local dir = ents[i].direction or 0
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ents[i].direction = (12 - dir) % 8
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ents[i].position.y = -ents[i].position.y
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end
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cursor.set_blueprint_tiles(ents)
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end
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end
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end
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local function flip_h(player)
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local cursor = getBlueprintCursorStack(player)
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if cursor then
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local ents = cursor.get_blueprint_entities()
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if ents then
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for i = 1, #ents do
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local dir = ents[i].direction or 0
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if ents[i].name == 'curved-rail' then
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ents[i].direction = (9 - dir) % 8
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elseif ents[i].name == 'storage-tank' then
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if ents[i].direction == 2 or ents[i].direction == 6 then
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ents[i].direction = 4
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else
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ents[i].direction = 2
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end
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elseif ents[i].name == 'rail-signal' or ents[i].name == 'rail-chain-signal' then
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if dir == 0 then
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ents[i].direction = 4
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elseif dir == 1 then
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ents[i].direction = 3
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elseif dir == 3 then
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ents[i].direction = 1
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elseif dir == 4 then
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ents[i].direction = 0
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elseif dir == 5 then
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ents[i].direction = 7
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elseif dir == 7 then
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ents[i].direction = 5
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end
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elseif ents[i].name == 'train-stop' then
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if dir == 0 then
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ents[i].direction = 4
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elseif dir == 4 then
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ents[i].direction = 0
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end
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else
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ents[i].direction = (16 - dir) % 8
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end
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ents[i].position.x = -ents[i].position.x
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if ents[i].drop_position then
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ents[i].drop_position.x = -ents[i].drop_position.x
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end
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if ents[i].pickup_position then
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ents[i].pickup_position.x = -ents[i].pickup_position.x
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end
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end
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cursor.set_blueprint_entities(ents)
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end
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if cursor.get_blueprint_tiles() ~= nil then
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local ents = cursor.get_blueprint_tiles()
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for i = 1, #ents do
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local dir = ents[i].direction or 0
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ents[i].direction = (16 - dir) % 8
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ents[i].position.x = -ents[i].position.x
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end
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cursor.set_blueprint_tiles(ents)
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end
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end
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end
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local function convert(player, data)
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local cursor = getBlueprintCursorStack(player)
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if not cursor then
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return
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end
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local entities = cursor.get_blueprint_entities()
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if not entities then
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return
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end
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local filters = {}
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for _, filter in pairs(data) do
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local from = filter.from.tooltip
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local to = filter.to.tooltip
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if from ~= '' and to ~= '' then
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filters[from] = to
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end
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end
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for _, e in ipairs(entities) do
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local to_name = filters[e.name]
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if to_name then
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e.name = to_name
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end
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end
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cursor.set_blueprint_entities(entities)
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end
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local valid_filters = {
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'wooden-chest',
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'iron-chest',
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'steel-chest',
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'storage-tank',
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'transport-belt',
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'fast-transport-belt',
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'express-transport-belt',
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'underground-belt',
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'fast-underground-belt',
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'express-underground-belt',
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'splitter',
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'fast-splitter',
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'express-splitter',
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'loader',
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'fast-loader',
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'express-loader',
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'burner-inserter',
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'inserter',
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'long-handed-inserter',
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'fast-inserter',
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'filter-inserter',
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'stack-inserter',
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'stack-filter-inserter',
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'small-electric-pole',
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'medium-electric-pole',
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'big-electric-pole',
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'substation',
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'pipe',
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'pipe-to-ground',
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'pump',
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'curved-rail',
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'straight-rail',
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'train-stop',
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'rail-signal',
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'rail-chain-signal',
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'logistic-chest-active-provider',
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'logistic-chest-passive-provider',
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'logistic-chest-storage',
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'logistic-chest-buffer',
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'logistic-chest-requester',
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'roboport',
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'small-lamp',
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'arithmetic-combinator',
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'decider-combinator',
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'constant-combinator',
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'power-switch',
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'programmable-speaker',
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'boiler',
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'steam-engine',
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'steam-turbine',
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'solar-panel',
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'accumulator',
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'nuclear-reactor',
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'heat-exchanger',
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'heat-pipe',
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'burner-mining-drill',
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'electric-mining-drill',
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'offshore-pump',
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'pumpjack',
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'stone-furnace',
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'steel-furnace',
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'electric-furnace',
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'assembling-machine-1',
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'assembling-machine-2',
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'assembling-machine-3',
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'oil-refinery',
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'chemical-plant',
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'centrifuge',
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'lab',
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'beacon',
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'stone-wall',
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'gate',
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'gun-turret',
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'laser-turret',
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'flamethrower-turret',
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'artillery-turret',
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'radar',
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'rocket-silo'
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}
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-- Gui implementation.
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local player_filters = {}
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local player_filters_token = Token.register_global(player_filters)
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Event.on_load(
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function()
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player_filters = Token.get_global(player_filters_token)
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end
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)
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local main_button_name = Gui.uid_name()
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local main_frame_name = Gui.uid_name()
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local flip_h_button_name = Gui.uid_name()
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local flip_v_button_name = Gui.uid_name()
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local convert_button_name = Gui.uid_name()
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local filter_button_name = Gui.uid_name()
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local filter_element_name = Gui.uid_name()
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local filters_table_name = Gui.uid_name()
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local filter_table_close_button_name = Gui.uid_name()
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local filter_table_clear_name = Gui.uid_name()
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local clear_all_filters_name = Gui.uid_name()
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local function player_joined(event)
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local player = game.players[event.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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if player.gui.top[main_button_name] ~= nil then
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return
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end
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player.gui.top.add {name = main_button_name, type = 'sprite-button', sprite = 'item/blueprint'}
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end
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local function draw_filters_table(event)
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local center = event.player.gui.center
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if center[filters_table_name] then
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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 = 'Set Filter'}
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local t = frame.add {type = 'table', column_count = 10}
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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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local flow = t.add {type = 'flow'}
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local b = flow.add {type = 'sprite-button', name = filter_element_name, sprite = 'entity/' .. v, tooltip = v}
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Gui.set_data(b, frame)
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b.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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Gui.set_data(close, frame)
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local clear = flow.add {type = 'button', name = filter_table_clear_name, caption = 'Clear Filter'}
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Gui.set_data(clear, frame)
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event.player.opened = frame
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Gui.set_data(frame, event.element)
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end
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local function toggle(event)
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local p_filters = player_filters[event.player_index]
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if not p_filters then
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p_filters = {}
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for i = 1, 9 do
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p_filters[i] = {from = '', to = ''}
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end
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player_filters[event.player_index] = p_filters
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end
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local left = event.player.gui.left
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local main_frame = left[main_frame_name]
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if main_frame and main_frame.valid then
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local filters = Gui.get_data(main_frame)
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for i, f in pairs(filters) do
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p_filters[i].from = f.from.tooltip
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p_filters[i].to = f.to.tooltip
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end
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Gui.remove_data_recursivly(main_frame)
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main_frame.destroy()
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else
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main_frame =
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left.add {
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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 = 'Blueprint Helper'
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}
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local scroll_pane =
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main_frame.add {type = 'scroll-pane', direction = 'vertical', vertical_scroll_policy = 'auto'}
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scroll_pane.style.maximal_height = 500
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-- Flipper.
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local flipper_frame = scroll_pane.add {type = 'frame', caption = 'Flipper', direction = 'vertical'}
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local label =
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flipper_frame.add {
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type = 'label',
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caption = 'Place blueprint on buttons below to flip blueprint.\n' ..
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'Obviously this wont work correctly with refineries or chemical plants.'
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}
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label.style.single_line = false
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local flow = flipper_frame.add {type = 'flow'}
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flow.add {
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type = 'button',
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name = flip_h_button_name,
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caption = 'Flip Horizontal'
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}
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flow.add {
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type = 'button',
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name = flip_v_button_name,
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caption = 'Flip Vertical'
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}
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-- Converter.
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local filter_frame = scroll_pane.add {type = 'frame', caption = 'Entity Converter', direction = 'vertical'}
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filter_frame.add {
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type = 'label',
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-- The empty space is a hacky way to line this frame up with the above frame.
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caption = 'Set filters then place blueprint on convert button to apply filters. '
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}
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local filter_table = filter_frame.add {type = 'table', column_count = 12}
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local filters = {}
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for i = 1, 9 do
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local filler = filter_table.add {type = 'label'}
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filler.style.minimal_width = 16
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local from_tooltip = p_filters[i].from
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local to_tooltip = p_filters[i].to
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local from_filter =
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filter_table.add({type = 'flow'}).add {
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type = 'sprite-button',
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name = filter_button_name,
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tooltip = from_tooltip,
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sprite = from_tooltip ~= '' and 'entity/' .. from_tooltip or nil
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}
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from_filter.style = 'slot_button'
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filter_table.add {type = 'label', caption = '→'}
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local to_filter =
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filter_table.add({type = 'flow'}).add {
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type = 'sprite-button',
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name = filter_button_name,
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tooltip = to_tooltip,
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sprite = to_tooltip ~= '' and 'entity/' .. to_tooltip or nil
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}
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to_filter.style = 'slot_button'
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table.insert(filters, {from = from_filter, to = to_filter})
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end
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local converter_buttons_flow = filter_frame.add {type = 'flow'}
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local clear_button =
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converter_buttons_flow.add {type = 'button', name = clear_all_filters_name, caption = 'Clear Filters'}
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Gui.set_data(clear_button, filters)
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local filter_button =
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converter_buttons_flow.add {type = 'button', name = convert_button_name, caption = 'Convert'}
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Gui.set_data(filter_button, filters)
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main_frame.add {type = 'button', name = main_button_name, caption = 'Close'}
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Gui.set_data(main_frame, filters)
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end
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end
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Gui.on_click(main_button_name, toggle)
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Gui.on_click(
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flip_h_button_name,
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function(event)
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flip_h(event.player)
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end
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)
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Gui.on_click(
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flip_v_button_name,
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function(event)
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flip_v(event.player)
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end
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)
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Gui.on_click(
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filter_button_name,
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function(event)
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if event.button == defines.mouse_button_type.right then
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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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else
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draw_filters_table(event)
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end
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end
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)
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Gui.on_click(
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filter_element_name,
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function(event)
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local element = event.element
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local frame = Gui.get_data(element)
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local filter_button = Gui.get_data(frame)
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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_recursivly(frame)
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frame.destroy()
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end
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)
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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_recursivly(frame)
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frame.destroy()
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end
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)
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Gui.on_click(
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filter_table_clear_name,
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function(event)
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local frame = Gui.get_data(event.element)
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local filter_button = Gui.get_data(frame)
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filter_button.sprite = 'utility/pump_cannot_connect_icon'
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filter_button.tooltip = ''
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Gui.remove_data_recursivly(frame)
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frame.destroy()
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end
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)
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Gui.on_click(
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clear_all_filters_name,
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function(event)
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local filters = Gui.get_data(event.element)
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for _, filter in ipairs(filters) do
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local from = filter.from
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local to = filter.to
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from.sprite = 'utility/pump_cannot_connect_icon'
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from.tooltip = ''
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to.sprite = 'utility/pump_cannot_connect_icon'
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to.tooltip = ''
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end
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end
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)
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Gui.on_click(
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convert_button_name,
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function(event)
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local data = Gui.get_data(event.element)
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convert(event.player, data)
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end
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)
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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_recursivly(element)
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element.destroy()
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end
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)
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Event.add(defines.events.on_player_joined_game, player_joined)
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