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RedMew/features/gui/player_list.lua

825 lines
25 KiB
Lua

local Event = require 'utils.event'
local Global = require 'utils.global'
local Gui = require 'utils.gui'
local Rank = require 'features.rank_system'
local Donator = require 'features.donator'
local PlayerStats = require 'features.player_stats'
local Utils = require 'utils.core'
local Report = require 'features.report'
local table = require 'utils.table'
local Color = require 'resources.color_presets'
local Settings = require 'utils.redmew_settings'
local poke_messages = require 'resources.poke_messages'
local player_sprites = require 'resources.player_sprites'
local random = math.random
local get_rank_color = Rank.get_rank_color
local get_rank_name = Rank.get_rank_name
local get_player_rank = Rank.get_player_rank
local donator_is_donator = Donator.is_donator
local poke_cooldown_time = 240 -- in ticks.
local sprite_time_step = 54000 -- in ticks
local symbol_asc = ''
local symbol_desc = ''
local focus_color = Color.dark_orange
local donator_color = Color.donator
local notify_name = 'notify_poke'
Settings.register(notify_name, Settings.types.boolean, true, 'player_list.poke_notify_caption_short')
local rank_column_width = 100
local inv_sprite_time_step = 1 / sprite_time_step
local donator_label_caption = {'', '(', {'ranks.donator_abbreviation'}, ')'}
local player_poke_cooldown = {}
local player_pokes = {}
local player_settings = {}
local no_notify_players = {}
Global.register(
{
player_poke_cooldown = player_poke_cooldown,
player_pokes = player_pokes,
player_settings = player_settings,
no_notify_players = no_notify_players
},
function(tbl)
player_poke_cooldown = tbl.player_poke_cooldown
player_pokes = tbl.player_pokes
player_settings = tbl.player_settings
no_notify_players = tbl.no_notify_players
end
)
local main_button_name = Gui.uid_name()
local main_frame_name = Gui.uid_name()
local notify_checkbox_name = Gui.uid_name()
local sprite_heading_name = Gui.uid_name()
local player_name_heading_name = Gui.uid_name()
local time_heading_name = Gui.uid_name()
local rank_heading_name = Gui.uid_name()
local distance_heading_name = Gui.uid_name()
local coin_heading_name = Gui.uid_name()
local deaths_heading_name = Gui.uid_name()
local poke_name_heading_name = Gui.uid_name()
local report_heading_name = Gui.uid_name()
local sprite_cell_name = Gui.uid_name()
local player_name_cell_name = Gui.uid_name()
local time_cell_name = Gui.uid_name()
local rank_cell_name = Gui.uid_name()
local distance_cell_name = Gui.uid_name()
local coin_cell_name = Gui.uid_name()
local deaths_cell_name = Gui.uid_name()
local poke_cell_name = Gui.uid_name()
local report_cell_name = Gui.uid_name()
local function lighten_color(color)
color.r = color.r * 0.6 + 0.4
color.g = color.g * 0.6 + 0.4
color.b = color.b * 0.6 + 0.4
color.a = 1
end
local function format_distance(tiles)
return math.round(tiles * 0.001, 1) .. ' km'
end
local function do_poke_spam_protection(player)
if player.admin then
return true
end
local tick = player_poke_cooldown[player.index] or 0
if tick < game.tick then
player_poke_cooldown[player.index] = game.tick + poke_cooldown_time
return true
else
return false
end
end
local function apply_heading_style(style)
style.font_color = focus_color
style.font = 'default-bold'
style.horizontal_align = 'center'
end
local column_builders = {
[sprite_heading_name] = {
create_data = function(player)
local ticks = player.online_time
local level = math.floor(ticks * inv_sprite_time_step) + 1
level = math.min(level, #player_sprites)
return level
end,
sort = function(a, b)
return a < b
end,
draw_heading = function(parent)
local label = parent.add {type = 'label', name = sprite_heading_name, caption = ' '}
local label_style = label.style
apply_heading_style(label_style)
label_style.width = 32
return label
end,
draw_cell = function(parent, cell_data)
local label =
parent.add {
type = 'sprite',
name = sprite_cell_name,
sprite = player_sprites[cell_data]
}
local label_style = label.style
label_style.horizontal_align = 'center'
label_style.width = 32
return label
end
},
[player_name_heading_name] = {
create_data = function(player)
return player
end,
sort = function(a, b)
return a.name:lower() < b.name:lower()
end,
draw_heading = function(parent, sort_symbol)
local caption = {'player_list.name_caption', sort_symbol}
local label = parent.add {type = 'label', name = player_name_heading_name, caption = caption}
local label_style = label.style
apply_heading_style(label_style)
label_style.width = 150
return label
end,
draw_cell = function(parent, cell_data)
local color = cell_data.color
lighten_color(color)
local name = cell_data.name
local label =
parent.add {
type = 'label',
name = player_name_cell_name,
caption = name,
tooltip = name
}
local label_style = label.style
label_style.font_color = color
label_style.horizontal_align = 'left'
label_style.width = 150
return label
end
},
[time_heading_name] = {
create_data = function(player)
return player.online_time
end,
sort = function(a, b)
return a < b
end,
draw_heading = function(parent, sort_symbol)
local caption = {'player_list.time_caption', sort_symbol}
local label = parent.add {type = 'label', name = time_heading_name, caption = caption}
local label_style = label.style
apply_heading_style(label_style)
label_style.width = 125
return label
end,
draw_cell = function(parent, cell_data)
local text = Utils.format_time(cell_data)
local label = parent.add {type = 'label', name = time_cell_name, caption = text}
local label_style = label.style
label_style.horizontal_align = 'left'
label_style.width = 125
return label
end
},
[rank_heading_name] = {
create_data = function(player)
local player_name = player.name
return {
rank = get_player_rank(player_name),
is_donator = donator_is_donator(player_name)
}
end,
sort = function(a, b)
local a_rank, b_rank = a.rank, b.rank
if a_rank == b_rank then
return b.is_donator and not a.is_donator
end
return a_rank < b_rank
end,
draw_heading = function(parent, sort_symbol)
local caption = {'player_list.rank_caption', sort_symbol}
local label = parent.add {type = 'label', name = rank_heading_name, caption = caption}
local label_style = label.style
apply_heading_style(label_style)
label_style.width = rank_column_width
return label
end,
draw_cell = function(parent, cell_data)
local is_donator = cell_data.is_donator
local rank = cell_data.rank
if is_donator then
local flow = parent.add {type = 'flow', name = rank_cell_name, direction = 'horizontal'}
local flow_style = flow.style
flow_style.horizontal_align = 'left'
flow_style.width = rank_column_width
local label_rank = flow.add {type = 'label', caption = get_rank_name(rank)}
label_rank.style.font_color = get_rank_color(rank)
local label_donator = flow.add {type = 'label', caption = donator_label_caption}
label_donator.style.font_color = donator_color
return flow
else
local label = parent.add {type = 'label', name = rank_cell_name, caption = get_rank_name(rank)}
local label_style = label.style
label_style.horizontal_align = 'left'
label_style.font_color = get_rank_color(rank)
label_style.width = rank_column_width
return label
end
end
},
[distance_heading_name] = {
create_data = function(player)
return PlayerStats.get_walk_distance(player.index)
end,
sort = function(a, b)
return a < b
end,
draw_heading = function(parent, sort_symbol)
local caption = {'player_list.distance_caption', sort_symbol}
local label = parent.add {type = 'label', name = distance_heading_name, caption = caption}
local label_style = label.style
apply_heading_style(label_style)
label_style.width = 70
return label
end,
draw_cell = function(parent, cell_data)
local text = format_distance(cell_data)
local label = parent.add {type = 'label', name = distance_cell_name, caption = text}
local label_style = label.style
label_style.horizontal_align = 'center'
label_style.width = 70
return label
end
},
[coin_heading_name] = {
create_data = function(player)
local index = player.index
return {
coin_earned = PlayerStats.get_coin_earned(index),
coin_spent = PlayerStats.get_coin_spent(index)
}
end,
sort = function(a, b)
local a_coin_earned, b_coin_earned = a.coin_earned, b.coin_earned
if a_coin_earned == b_coin_earned then
return a.coin_spent < b.coin_spent
else
return a_coin_earned < b_coin_earned
end
end,
draw_heading = function(parent, sort_symbol)
local caption = {'player_list.coins_caption', sort_symbol}
local label =
parent.add {
type = 'label',
name = coin_heading_name,
caption = caption,
tooltip = 'Coins earned / spent.'
}
local label_style = label.style
apply_heading_style(label_style)
label_style.width = 80
return label
end,
draw_cell = function(parent, cell_data)
local text = table.concat({cell_data.coin_earned, '/', cell_data.coin_spent})
local label = parent.add {type = 'label', name = coin_cell_name, caption = text}
local label_style = label.style
label_style.horizontal_align = 'center'
label_style.width = 80
return label
end
},
[deaths_heading_name] = {
create_data = function(player)
local player_index = player.index
return {
count = PlayerStats.get_death_count(player_index),
causes = PlayerStats.get_all_death_causes_by_player(player_index)
}
end,
sort = function(a, b)
return a.count < b.count
end,
draw_heading = function(parent, sort_symbol)
local caption = {'player_list.deaths_caption', sort_symbol}
local label = parent.add {type = 'label', name = deaths_heading_name, caption = caption}
local label_style = label.style
apply_heading_style(label_style)
label_style.width = 60
return label
end,
draw_cell = function(parent, cell_data)
local tooltip = {}
for name, count in pairs(cell_data.causes) do
table.insert(tooltip, name)
table.insert(tooltip, ': ')
table.insert(tooltip, count)
table.insert(tooltip, '\n')
end
table.remove(tooltip)
tooltip = table.concat(tooltip)
local label =
parent.add {type = 'label', name = deaths_cell_name, caption = cell_data.count, tooltip = tooltip}
local label_style = label.style
label_style.horizontal_align = 'center'
label_style.width = 60
return label
end
},
[poke_name_heading_name] = {
create_data = function(player)
return {poke_count = player_pokes[player.index] or 0, player = player}
end,
sort = function(a, b)
return a.poke_count < b.poke_count
end,
draw_heading = function(parent, sort_symbol, data)
local caption = {'player_list.poke_caption', sort_symbol}
local label = parent.add {type = 'label', name = poke_name_heading_name, caption = caption}
local label_style = label.style
apply_heading_style(label_style)
label_style.width = 60
data.poke_buttons = {}
return label
end,
draw_cell = function(parent, cell_data, data)
local player = cell_data.player
local parent_style = parent.style
parent_style.width = 64
parent_style.horizontal_align = 'center'
local label = parent.add {type = 'button', name = poke_cell_name, caption = cell_data.poke_count}
local label_style = label.style
label_style.horizontal_align = 'center'
label_style.minimal_width = 32
label_style.height = 24
label_style.font = 'default-bold'
label_style.top_padding = 0
label_style.bottom_padding = 0
label_style.left_padding = 0
label_style.right_padding = 0
data.poke_buttons[player.index] = label
Gui.set_data(label, {data = data, player = player})
return label
end
},
[report_heading_name] = {
create_data = function(player)
return player
end,
sort = function(a, b)
return a.name:lower() < b.name:lower()
end,
draw_heading = function(parent, sort_symbol)
local caption = {'player_list.report_caption', sort_symbol}
local label =
parent.add {
type = 'label',
name = report_heading_name,
caption = caption,
tooltip = {'player_list.report_tooltip'}
}
local label_style = label.style
apply_heading_style(label_style)
label_style.width = 58
return label
end,
draw_cell = function(parent, cell_data)
local parent_style = parent.style
parent_style.width = 58
parent_style.horizontal_align = 'center'
local label =
parent.add {
type = 'sprite-button',
name = report_cell_name,
sprite = 'utility/force_editor_icon',
tooltip = {'player_list.report_button_tooltip', cell_data.name}
}
local label_style = label.style
label_style.horizontal_align = 'center'
label_style.minimal_width = 32
label_style.height = 24
label_style.font = 'default-bold'
label_style.top_padding = 0
label_style.bottom_padding = 0
label_style.left_padding = 0
label_style.right_padding = 0
Gui.set_data(label, cell_data)
return label
end
}
}
local function get_default_player_settings()
local columns = {
sprite_heading_name,
player_name_heading_name,
time_heading_name,
rank_heading_name,
distance_heading_name
}
local offset = 6
if global.config.player_list.show_coin_column then
columns[6] = coin_heading_name
offset = 7
end
columns[offset] = deaths_heading_name
columns[offset + 1] = poke_name_heading_name
columns[offset + 2] = report_heading_name
return {
columns = columns,
sort = -3
}
end
local function redraw_title(data)
local frame = data.frame
local online_count = #game.connected_players
local total_count = PlayerStats.get_total_player_count()
frame.caption = {'player_list.title', online_count, total_count}
end
local function redraw_headings(data)
local settings = data.settings
local columns = settings.columns
local sort = settings.sort
local sort_column = math.abs(sort)
local heading_table_flow = data.heading_table_flow
Gui.clear(heading_table_flow)
local heading_table = heading_table_flow.add {type = 'table', column_count = #columns}
for i, c in ipairs(settings.columns) do
local sort_symbol = ''
if i == sort_column then
sort_symbol = sort > 0 and symbol_asc or symbol_desc
end
local heading = column_builders[c].draw_heading(heading_table, sort_symbol, data)
Gui.set_data(heading, {data = data, index = i})
end
end
local function redraw_cells(data)
local settings = data.settings
local columns = settings.columns
local sort = settings.sort
local sort_column = math.abs(sort)
local column_name = columns[sort_column]
local column_sort = column_builders[column_name].sort
local comp
if sort > 0 then
comp = function(a, b)
return column_sort(a[sort_column], b[sort_column])
end
else
comp = function(a, b)
return column_sort(b[sort_column], a[sort_column])
end
end
local cell_table_scroll_pane = data.cell_table_scroll_pane
Gui.clear(cell_table_scroll_pane)
local grid = cell_table_scroll_pane.add {type = 'table', column_count = #columns}
local list_data = {}
for _, p in ipairs(game.connected_players) do
local row = {}
for _, c in ipairs(columns) do
local cell_data = column_builders[c].create_data(p)
table.insert(row, cell_data)
end
table.insert(list_data, row)
end
table.sort(list_data, comp)
for _, row in ipairs(list_data) do
for c_i, c in ipairs(columns) do
local flow = grid.add {type = 'flow'}
column_builders[c].draw_cell(flow, row[c_i], data)
end
end
end
local function draw_main_frame(left, player)
local player_index = player.index
local frame = left.add {type = 'frame', name = main_frame_name, direction = 'vertical'}
local heading_table_flow = frame.add {type = 'flow'}
local cell_table_scroll_pane = frame.add {type = 'scroll-pane'}
cell_table_scroll_pane.style.maximal_height = 400
local state = Settings.get(player.index, notify_name)
local notify_checkbox =
frame.add {
type = 'checkbox',
name = notify_checkbox_name,
state = state,
caption = {'player_list.poke_notify_caption'},
tooltip = {'player_list.poke_notify_tooltip'}
}
frame.add {type = 'button', name = main_button_name, caption = {'player_list.close_caption'}}
local settings = player_settings[player_index] or get_default_player_settings()
local data = {
frame = frame,
heading_table_flow = heading_table_flow,
cell_table_scroll_pane = cell_table_scroll_pane,
settings = settings,
notify_checkbox = notify_checkbox
}
redraw_title(data)
redraw_headings(data)
redraw_cells(data)
Gui.set_data(frame, data)
end
local function remove_main_frame(frame, player)
local frame_data = Gui.get_data(frame)
player_settings[player.index] = frame_data.settings
Gui.destroy(frame)
end
local function toggle(event)
local player = event.player
local left = player.gui.left
local main_frame = left[main_frame_name]
if main_frame then
remove_main_frame(main_frame, player)
else
draw_main_frame(left, player)
end
end
local function tick()
for _, p in ipairs(game.connected_players) do
local frame = p.gui.left[main_frame_name]
if frame and frame.valid then
local data = Gui.get_data(frame)
redraw_cells(data)
end
end
end
local function player_joined(event)
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
local gui = player.gui
local top = gui.top
if not top[main_button_name] then
top.add(
{
type = 'sprite-button',
name = main_button_name,
sprite = 'entity/character',
tooltip = {'player_list.tooltip'}
}
)
end
for _, p in ipairs(game.connected_players) do
local frame = p.gui.left[main_frame_name]
if frame and frame.valid then
local data = Gui.get_data(frame)
redraw_title(data)
redraw_cells(data)
end
end
end
local function player_left()
for _, p in ipairs(game.connected_players) do
local frame = p.gui.left[main_frame_name]
if frame and frame.valid then
local data = Gui.get_data(frame)
redraw_title(data)
redraw_cells(data)
end
end
end
Event.on_nth_tick(1800, tick)
Event.add(defines.events.on_player_joined_game, player_joined)
Event.add(defines.events.on_player_left_game, player_left)
Gui.on_click(main_button_name, toggle)
Gui.on_checked_state_changed(
notify_checkbox_name,
function(event)
local player_index = event.player_index
local checkbox = event.element
local state = checkbox.state
local no_notify
if state then
no_notify = nil
else
no_notify = true
end
no_notify_players[player_index] = no_notify
Settings.set(player_index, notify_name, state)
end
)
local function headings_click(event)
local heading_data = Gui.get_data(event.element)
local data = heading_data.data
local settings = data.settings
local index = heading_data.index
local sort = settings.sort
local sort_column = math.abs(sort)
if sort_column == index then
sort = -sort
else
sort = -index
end
settings.sort = sort
redraw_headings(data)
redraw_cells(data)
end
for name, _ in pairs(column_builders) do
Gui.on_click(name, headings_click)
end
Gui.on_click(
poke_cell_name,
function(event)
local element = event.element
local button_data = Gui.get_data(element)
local poke_player = button_data.player
local player = event.player
if poke_player == player then
return
end
local poke_player_index = poke_player.index
if not do_poke_spam_protection(player) then
return
end
local count = (player_pokes[poke_player_index] or 0) + 1
player_pokes[poke_player_index] = count
local poke_str = poke_messages[random(#poke_messages)]
local message = table.concat({'>> ', player.name, ' has poked ', poke_player.name, ' with ', poke_str, ' <<'})
for _, p in ipairs(game.connected_players) do
local frame = p.gui.left[main_frame_name]
if frame and frame.valid then
local frame_data = Gui.get_data(frame)
local poke_bottons = frame_data.poke_buttons
if poke_bottons then
local settings = frame_data.settings
local columns = settings.columns
local sort = settings.sort
local sorted_column = columns[math.abs(sort)]
if sorted_column == poke_name_heading_name then
redraw_cells(frame_data)
else
local poke_button = poke_bottons[poke_player_index]
poke_button.caption = count
end
end
end
if not no_notify_players[p.index] then
p.print(message)
end
end
end
)
Gui.on_click(
report_cell_name,
function(event)
local reporting_player = event.player
local reported_player = Gui.get_data(event.element)
if reporting_player.admin then
Report.jail(reported_player, reporting_player)
else
Report.spawn_reporting_popup(reporting_player, reported_player)
end
end
)
Gui.allow_player_to_toggle_top_element_visibility(main_button_name)
Event.add(
Settings.events.on_setting_set,
function(event)
if event.setting_name ~= notify_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 state = event.new_value
local no_notify
if state then
no_notify = nil
else
no_notify = true
end
no_notify_players[player_index] = no_notify
local frame = player.gui.left[main_frame_name]
if not frame then
return
end
local data = Gui.get_data(frame)
local checkbox = data.notify_checkbox
checkbox.state = state
end
)