mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
367 lines
9.9 KiB
Lua
367 lines
9.9 KiB
Lua
local Event = require 'utils.event'
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local Gui = require 'utils.gui'
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local Global = require 'utils.global'
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local config = global.config.paint
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local default_fallback_hidden_tile = 'dirt-6'
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local brush_tools = {
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['refined-concrete'] = true,
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['refined-hazard-concrete'] = true
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}
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local valid_filters = {
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['acid-refined-concrete'] = true,
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['black-refined-concrete'] = true,
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['blue-refined-concrete'] = true,
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['brown-refined-concrete'] = true,
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['cyan-refined-concrete'] = true,
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['green-refined-concrete'] = true,
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['orange-refined-concrete'] = true,
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['pink-refined-concrete'] = true,
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['purple-refined-concrete'] = true,
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['red-refined-concrete'] = true,
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['yellow-refined-concrete'] = true
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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 filter_button_name = Gui.uid_name()
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local filter_clear_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 paint_brushes_by_player = {}
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Global.register(
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{
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paint_brushes_by_player = paint_brushes_by_player
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},
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function(tbl)
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paint_brushes_by_player = tbl.paint_brushes_by_player
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end
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)
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local function refund_tiles(player, tiles)
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local count = 0
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local set_hidden_tile = player.surface.set_hidden_tile
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local fallback_tile = config.fallback_hidden_tile or default_fallback_hidden_tile
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for i = 1, #tiles do
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local tile_data = tiles[i]
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if valid_filters[tile_data.old_tile.name] then
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count = count + 1
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set_hidden_tile(tile_data.position, fallback_tile)
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end
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end
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if count > 0 then
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player.insert {name = 'refined-concrete', count = count}
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end
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end
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local function player_build_tile(event)
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local item = event.item
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if not item then
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return
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end
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local item_name = item.name
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if not brush_tools[item_name] then
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return
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end
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local player_index = event.player_index
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local player = game.get_player(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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local surface = game.surfaces[event.surface_index]
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if not surface or not surface.valid then
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return
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end
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local replace_tile = paint_brushes_by_player[player_index]
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if not replace_tile then
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refund_tiles(player, event.tiles)
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return
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end
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if not player.gui.left[main_frame_name] then
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refund_tiles(player, event.tiles)
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return
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end
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local get_hidden_tile = surface.get_hidden_tile
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local tile_name = event.tile.name
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local tiles = event.tiles
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local count = 0
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local hidden_tiles = {}
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local prevent_on_landfill = config.prevent_on_landfill
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local print_no_landfill_message = false
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local fallback_tile = config.fallback_hidden_tile or default_fallback_hidden_tile
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for i = 1, #tiles do
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local tile_data = tiles[i]
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local hidden_tile = get_hidden_tile(tile_data.position)
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if prevent_on_landfill and hidden_tile == 'landfill' then
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tile_data.name = tile_name
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print_no_landfill_message = true
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goto continue
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end
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tile_data.name = replace_tile
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if valid_filters[tile_data.old_tile.name] then
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count = count + 1
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end
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if valid_filters[hidden_tile] then
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hidden_tiles[#hidden_tiles + 1] = {position = tile_data.position, name = fallback_tile}
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end
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::continue::
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end
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surface.set_tiles(tiles)
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local set_hidden_tile = surface.set_hidden_tile
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for i = 1, #hidden_tiles do
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local tile = hidden_tiles[i]
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set_hidden_tile(tile.position, tile.name)
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end
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if count > 0 then
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player.insert {name = item_name, count = count}
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end
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if print_no_landfill_message then
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player.print({'paint.no_place_landfill'})
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end
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end
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local function robot_built_tile(event)
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local item = event.item
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if not item then
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return
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end
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local item_name = item.name
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if not brush_tools[item_name] then
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return
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end
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local surface = game.surfaces[event.surface_index]
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if not surface or not surface.valid then
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return
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end
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local tiles = event.tiles
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local hidden_tiles = {}
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local fallback_tile = config.fallback_hidden_tile or default_fallback_hidden_tile
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for i = 1, #tiles do
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local tile_data = tiles[i]
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local hidden_tile = surface.get_hidden_tile(tile_data.position)
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if valid_filters[hidden_tile] then
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hidden_tiles[#hidden_tiles + 1] = {position = tile_data.position, name = fallback_tile}
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end
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end
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for i = 1, #hidden_tiles do
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local tile = hidden_tiles[i]
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surface.set_hidden_tile(tile.position, tile.name)
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end
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end
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local function get_tile_localised_name(tile_name)
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if not tile_name then
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return
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end
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local proto = game.tile_prototypes[tile_name]
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if proto then
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return proto.localised_name or proto.name
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end
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end
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local function player_created(event)
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local player = game.get_player(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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player.gui.top.add(
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{
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name = main_button_name,
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type = 'sprite-button',
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sprite = 'utility/spray_icon',
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tooltip = {'paint.tooltip'}
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}
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)
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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 =
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center.add {type = 'frame', name = filters_table_name, direction = 'vertical', caption = {'paint.palette'}}
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local t = frame.add {type = 'table', column_count = 6}
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t.style.horizontal_spacing = 0
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t.style.vertical_spacing = 0
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for tile_name, _ in pairs(valid_filters) do
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local flow = t.add {type = 'flow'}
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local button =
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flow.add {
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type = 'sprite-button',
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name = filter_element_name,
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sprite = 'tile/' .. tile_name,
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tooltip = get_tile_localised_name(tile_name)
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}
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Gui.set_data(button, {frame = frame, tile_name = tile_name})
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button.style = 'slot_button'
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end
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local flow = frame.add {type = 'flow'}
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local close_button = Gui.make_close_button(flow, filter_table_close_button_name)
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Gui.set_data(close_button, 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 player = event.player
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local gui = player.gui
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local left = gui.left
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local main_frame = left[main_frame_name]
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local main_button = gui.top[main_button_name]
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if main_frame and main_frame.valid then
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Gui.destroy(main_frame)
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main_button.style = 'slot_button'
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else
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main_button.style = 'highlighted_tool_button'
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local style = main_button.style
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style.width = 40
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style.height = 40
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style.padding = 0
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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 = {'paint.frame_name'}
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}
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local top_flow = main_frame.add {type = 'flow', direction = 'horizontal'}
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local tile_name = paint_brushes_by_player[event.player_index]
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local brush =
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top_flow.add({type = 'flow'}).add {
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type = 'sprite-button',
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name = filter_button_name,
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tooltip = get_tile_localised_name(tile_name) or {'paint.select_brush'},
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sprite = tile_name and 'tile/' .. tile_name
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}
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brush.style = 'slot_button'
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local label = top_flow.add {type = 'label', caption = {'paint.instructions'}}
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local label_style = label.style
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label_style.font = 'default-bold'
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label_style.single_line = false
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label_style.left_padding = 10
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local buttons_flow = main_frame.add {type = 'flow', direction = 'horizontal'}
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Gui.make_close_button(buttons_flow, main_button_name)
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local clear_brush =
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buttons_flow.add {type = 'button', name = filter_clear_name, caption = {'paint.clear_brush'}}
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Gui.set_data(clear_brush, brush)
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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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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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paint_brushes_by_player[event.player_index] = nil
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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 = {'paint.select_brush'}
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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_clear_name,
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function(event)
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local brush = Gui.get_data(event.element)
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brush.sprite = 'utility/pump_cannot_connect_icon'
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brush.tooltip = {'paint.select_brush'}
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paint_brushes_by_player[event.player_index] = nil
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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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if not element or not element.valid then
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return
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end
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local data = Gui.get_data(element)
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local frame = data.frame
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local tile_name = data.tile_name
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local filter_button = Gui.get_data(frame)
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paint_brushes_by_player[event.player_index] = tile_name
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filter_button.sprite = element.sprite
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filter_button.tooltip = element.tooltip
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Gui.destroy(frame)
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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.destroy(frame)
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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.destroy(element)
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end
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)
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Gui.allow_player_to_toggle_top_element_visibility(main_button_name)
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Event.add(defines.events.on_player_created, player_created)
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Event.add(defines.events.on_player_built_tile, player_build_tile)
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Event.add(defines.events.on_robot_built_tile, robot_built_tile)
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