1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-16 10:19:27 +02:00
RedMew/features/gui/paint.lua
SimonFlapse 4258568c90
Catching up (#2) (#3)
* Add creep spread mechanic

* Added bot ore islands, use bool flag to turn on.

* Added a noise based chest spawning system for artefacts

* Added coin loot from biters and mining

* Track artefacts launched into space

* Add Creepy map preset

* Update donators.lua

* Add scenario info for crashsite (#291)

* Split colors resources from colors code & catchup on donators (#288)

* Split colors resources from colors code

* Switch back to colors

* Added jail button

Moved parts of the jail command to report.lua

Made jailing possible from a users report.

closes #215

* Added sound for new reports

Admins now get a sound when a new report is created. Useful for admins that doesn't have Factorio as active window.

Currently set the sound_path as utility/tutorial_notice

* Split chat triggers from control

* Move cheat tracking outside of control.lua

* Remove player-specific code

* Split donator/on_join messages out of control

* Move features into features folder

* Indentation fix

I aimed to fix the troublesome indentation.

* Added a single indent

* Make sure biter modifiers are accessible for mods

* Consistency change regarding table access

* Added NightTime.lua

Split the time assignment into a new file NightTime.lua allowing for it to be disabled. (Restore normal day/night cycle)

Also added a popup when a player places a solar panel informing that they are purely cosmetic

Removed the recipe for portable solar panels because they are useless, but the technology is needed.

* Fixed debug print grid value to show non-rounded value

* added support for hidden tiles

* Add newline to eof

* Fixed no newline, indentation and scope of research

* crash_site outposts set hidden tile to 'grass-1'

* Log items spawned by crafting in cheat mode

* Newline to eof

* Put responses into table

* Use trigger as table key

* Change name of lattice to diagonal lattice (#297)

* Add Diagonal Ribbon to map presets (#294)

* Reorganize control (#312)

* Check for config before disabling fish market (#311)

* Force diggy biters to spawn, even if there's no space (#308)

* Fixed some small things from feedback and issues (#313)

* Update fractal_balls.lua

* Add ALo's message and color (#314)

* Add join message for ALo

* Add ALo's color

* Typo in donators.lua

* fixed tile corruption issus closes #310 (#317)

* Update player_list.lua

* Update diagonal_ribbon.lua (#322)

* Regulars: remove duplicates and sort alphabetically (#320)
2018-11-12 20:23:25 +01:00

227 lines
5.9 KiB
Lua

local Event = require 'utils.event'
local Gui = require 'utils.gui'
local Game = require 'utils.game'
local brush_tool = 'refined-hazard-concrete'
local valid_filters = {
'dirt-1',
'dirt-2',
'dirt-3',
'dirt-4',
'dirt-5',
'dirt-6',
'dirt-7',
'dry-dirt',
'grass-1',
'grass-2',
'grass-3',
'grass-4',
'lab-dark-1',
'lab-dark-2',
'lab-white',
'red-desert-0',
'red-desert-1',
'red-desert-2',
'red-desert-3',
'sand-1',
'sand-2',
'sand-3',
'tutorial-grid'
}
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()
global.paint_brushes_by_player = {}
local function player_build_tile(event)
if not global.scenario.config.paint.enable then
return
end
if event.item.name ~= brush_tool then
return
end
local replace_tile = global.paint_brushes_by_player[event.player_index]
if not replace_tile then
return
end
local player = Game.get_player_by_index(event.player_index)
if not player.gui.left[main_frame_name] then
return
end
local tiles = event.tiles
local count = 0
for _, tile_data in ipairs(tiles) do
tile_data.name = replace_tile
if tile_data.old_tile.name == replace_tile then
count = count + 1
end
end
game.surfaces[event.surface_index].set_tiles(tiles)
if count > 0 then
player.insert {name = brush_tool, count = count}
end
end
local function player_joined(event)
if not global.scenario.config.paint.enable then
return
end
local player = Game.get_player_by_index(event.player_index)
if not player or not player.valid then
return
end
if player.gui.top[main_button_name] ~= nil then
return
end
player.gui.top.add {name = main_button_name, type = 'sprite-button', sprite = 'utility/spray_icon'}
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 = 'Palette'}
local t = frame.add {type = 'table', column_count = 10}
t.style.horizontal_spacing = 0
t.style.vertical_spacing = 0
for _, v in ipairs(valid_filters) do
local flow = t.add {type = 'flow'}
local b = flow.add {type = 'sprite-button', name = filter_element_name, sprite = 'tile/' .. v, tooltip = v}
Gui.set_data(b, frame)
b.style = 'slot_button'
end
local flow = frame.add {type = 'flow'}
local close = flow.add {type = 'button', name = filter_table_close_button_name, caption = 'Close'}
Gui.set_data(close, frame)
event.player.opened = frame
Gui.set_data(frame, event.element)
end
local function toggle(event)
local left = event.player.gui.left
local main_frame = left[main_frame_name]
if main_frame and main_frame.valid then
Gui.remove_data_recursivly(main_frame)
main_frame.destroy()
else
main_frame =
left.add {
type = 'frame',
name = main_frame_name,
direction = 'vertical',
caption = 'Paint Brush'
}
main_frame.add {
type = 'label',
caption = 'Choose a replacement tile for Refined hazard concrete'
}
local tooltip = global.paint_brushes_by_player[event.player_index] or ''
local brush =
main_frame.add({type = 'flow'}).add {
type = 'sprite-button',
name = filter_button_name,
tooltip = tooltip,
sprite = tooltip ~= '' and 'tile/' .. tooltip or nil
}
brush.style = 'slot_button'
local buttons_flow = main_frame.add {type = 'flow', direction = 'horizontal'}
buttons_flow.add {type = 'button', name = main_button_name, caption = 'Close'}
local clear_bursh = buttons_flow.add {type = 'button', name = filter_clear_name, caption = 'Clear Brush'}
Gui.set_data(clear_bursh, 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
global.paint_brushes_by_player[event.player_index] = nil
local element = event.element
element.sprite = 'utility/pump_cannot_connect_icon'
element.tooltip = ''
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 = ''
global.paint_brushes_by_player[event.player_index] = nil
end
)
Gui.on_click(
filter_element_name,
function(event)
local element = event.element
local frame = Gui.get_data(element)
local filter_button = Gui.get_data(frame)
global.paint_brushes_by_player[event.player_index] = element.tooltip
filter_button.sprite = element.sprite
filter_button.tooltip = element.tooltip
Gui.remove_data_recursivly(frame)
frame.destroy()
end
)
Gui.on_click(
filter_table_close_button_name,
function(event)
local frame = Gui.get_data(event.element)
Gui.remove_data_recursivly(frame)
frame.destroy()
end
)
Gui.on_custom_close(
filters_table_name,
function(event)
local element = event.element
Gui.remove_data_recursivly(element)
element.destroy()
end
)
Event.add(defines.events.on_player_joined_game, player_joined)
Event.add(defines.events.on_player_built_tile, player_build_tile)