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https://github.com/Refactorio/RedMew.git
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577 lines
17 KiB
Lua
577 lines
17 KiB
Lua
--[[
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The Retailer provides a market replacement GUI with additional
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functionality. To register a market, you need the market entity and a name
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for the market group:
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Retailer.add_market(group_name, market_entity)
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If you don't have a group name or don't want to re-use it, you can generate
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a group name with:
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local group_name = Retailer.generate_group_id()
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To change the description displayed in the market GUI, you can call:
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Retailer.set_market_group_label(group_name, 'Name of your market')
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To add, remove, disable and enable items, you can call their respective
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functions. Note that each item can be added only once and will replace the
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previous if set again. Calling any of those functions will trigger a GUI
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redraw for all markets in that group in the next tick.
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When an item is bought from the market, it will raise an event you can
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listen to: Retailer.events.on_market_purchase. Items can be registered
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with different types. By default the type is 'item', which will insert the
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item(s) bought into the player's inventory. Anything else will merely
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remove the coins and trigger the event. You can listen to this event and do
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whatever custom handling you want.
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Items support the following structure:
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{
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name: the (raw) item inserted in inventory, does nothing when type is not item
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name_label: the name shown in the GUI. If omitted and a prototype exists for 'name', it will use that LocalisedString
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sprite: a custom sprite, will use 'item/<name>' if omitted
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price: the price of an item, supports floats (0.95 for example)
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description: an additional description displayed in the tooltip
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disabled: whether or not the item should be disabled by default
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disabled_reason: the reason the item is disabled
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}
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]]
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require 'utils.table'
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local Global = require 'utils.global'
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local Gui = require 'utils.gui'
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local Event = require 'utils.event'
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local Token = require 'utils.token'
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local Schedule = require 'utils.schedule'
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local PlayerStats = require 'features.player_stats'
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local Game = require 'utils.game'
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local math = require 'utils.math'
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local Color = require 'resources.color_presets'
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local format = string.format
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local size = table.size
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local insert = table.insert
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local pairs = pairs
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local tonumber = tonumber
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local set_timeout_in_ticks = Schedule.set_timeout_in_ticks
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local clamp = math.clamp
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local floor = math.floor
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local ceil = math.ceil
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local raise_event = script.raise_event
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local market_frame_name = Gui.uid_name()
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local market_frame_close_button_name = Gui.uid_name()
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local item_button_name = Gui.uid_name()
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local count_slider_name = Gui.uid_name()
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local count_text_name = Gui.uid_name()
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local Retailer = {}
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Retailer.events = {
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--- Triggered when a purchase is made
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-- Event {
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-- item = item,
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-- count = count,
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-- player = player,
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-- group_name = group_name,
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-- }
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on_market_purchase = script.generate_event_name(),
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}
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local market_gui_close_distance_squared = 6 * 6 + 6 * 6
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local do_update_market_gui -- token
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---Global storage
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---Markets are indexed by the position "x,y" and contains the group it belongs to
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---Items are indexed by the group name and is a list indexed by the item name and contains the prices per item
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---players_in_market_view is a list of {position, group_name} data
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local memory = {
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id = 0,
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markets = {},
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items = {},
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group_label = {},
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players_in_market_view = {},
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market_gui_refresh_scheduled = {},
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}
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Global.register({
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memory = memory,
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}, function (tbl)
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memory = tbl.memory
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end)
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local function schedule_market_gui_refresh(group_name)
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if memory.market_gui_refresh_scheduled[group_name] then
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-- already scheduled
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return
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end
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set_timeout_in_ticks(1, do_update_market_gui, {group_name = group_name})
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memory.market_gui_refresh_scheduled[group_name] = true
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end
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---Generates a unique identifier for a market group name, as alternative for a custom name.
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function Retailer.generate_group_id()
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local id = memory.id + 1
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memory.id = id
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return 'market-' .. id
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end
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---Sets the name of the market group, provides a user friendly label in the GUI.
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---@param group_name string
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---@param label string
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function Retailer.set_market_group_label(group_name, label)
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memory.group_label[group_name] = label
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schedule_market_gui_refresh(group_name)
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end
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---Gets the name of the market group.
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---@param group_name string
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function Retailer.get_market_group_label(group_name)
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return memory.group_label[group_name] or 'Market'
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end
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---Returns all item for the group_name retailer.
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---@param group_name string
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function Retailer.get_items(group_name)
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return memory.items[group_name] or {}
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end
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---Removes an item from the markets for the group_name retailer.
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---@param group_name string
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---@param item_name string
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function Retailer.remove_item(group_name, item_name)
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if not memory.items[group_name] then
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return
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end
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memory.items[group_name][item_name] = nil
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schedule_market_gui_refresh(group_name)
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end
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local function redraw_market_items(data)
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local grid = data.grid
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Gui.clear(grid)
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local count = data.count
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local market_items = data.market_items
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local player_coins = data.player_coins
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if size(market_items) == 0 then
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grid.add({type = 'label', caption = 'No items available at this time'})
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return
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end
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for i, item in pairs(market_items) do
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local price = item.price
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local tooltip = {'', item.name_label, format('\nprice: %.2f', price)}
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local description = item.description
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local total_price = ceil(price * count)
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local disabled = item.disabled == true
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local message
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if total_price == 1 then
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message = '1 coin'
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else
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message = total_price .. ' coins'
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end
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local missing_coins = total_price - player_coins
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local is_missing_coins = missing_coins > 0
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if description then
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insert(tooltip, '\n' .. item.description)
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end
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if disabled then
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insert(tooltip, '\n\n' .. (item.disabled_reason or 'Not available'))
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elseif is_missing_coins then
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insert(tooltip, '\n\n' .. format('Missing %d coins to buy %d', missing_coins, count))
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end
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local button = grid.add({type = 'flow'}).add({
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type = 'sprite-button',
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name = item_button_name,
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sprite = item.sprite,
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number = count,
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tooltip = tooltip,
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})
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button.style = 'slot_button'
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Gui.set_data(button, {index = i, data = data})
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local label = grid.add({type = 'label', caption = message})
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local label_style = label.style
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label_style.width = 93
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label_style.height = 32
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label_style.font = 'default-bold'
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label_style.vertical_align = 'center'
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if disabled then
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label_style.font_color = Color.dark_grey
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button.enabled = false
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elseif is_missing_coins then
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label_style.font_color = Color.red
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button.enabled = false
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end
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end
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end
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local function do_coin_label(coin_count, label)
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if coin_count == 1 then
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label.caption = '1 coin available'
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else
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label.caption = coin_count .. ' coins available'
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end
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label.style.font = 'default-bold'
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end
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local function draw_market_frame(player, group_name)
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local frame = player.gui.center.add({
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type = 'frame',
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name = market_frame_name,
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caption = Retailer.get_market_group_label(group_name),
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direction = 'vertical',
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})
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local scroll_pane = frame.add({type = 'scroll-pane'})
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local scroll_style = scroll_pane.style
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scroll_style.maximal_height = 600
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local grid = scroll_pane.add({type = 'table', column_count = 10})
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local market_items = Retailer.get_items(group_name)
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local player_coins = player.get_item_count('coin')
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local data = {
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grid = grid,
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count = 1,
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market_items = market_items,
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player_coins = player_coins,
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market_group = group_name,
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}
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local coin_label = frame.add({type = 'label'})
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do_coin_label(player_coins, coin_label)
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data.coin_label = coin_label
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redraw_market_items(data)
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local bottom_grid = frame.add({type = 'table', column_count = 2})
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bottom_grid.add({type = 'label', caption = 'Quantity: '}).style.font = 'default-bold'
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local count_text = bottom_grid.add({
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type = 'text-box',
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name = count_text_name,
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text = '1',
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})
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local count_slider = frame.add({
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type = 'slider',
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name = count_slider_name,
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minimum_value = 1,
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maximum_value = 7,
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value = 1,
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})
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frame.add({name = market_frame_close_button_name, type = 'button', caption = 'Close'})
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count_slider.style.width = 115
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count_text.style.width = 45
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data.slider = count_slider
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data.text = count_text
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Gui.set_data(count_slider, data)
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Gui.set_data(count_text, data)
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Gui.set_data(frame, data)
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return frame
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end
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---Returns the group name of the market at the given position, nil if not registered.
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---@param position Position
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local function get_market_group_name(position)
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return memory.markets[position.x .. ',' .. position.y]
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end
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---Sets the group name for a market at a given position.
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---@param position Position
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---@param group_name string
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local function set_market_group_name(position, group_name)
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memory.markets[position.x .. ',' .. position.y] = group_name
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end
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Event.add(defines.events.on_gui_opened, function (event)
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if not event.gui_type == defines.gui_type.entity then
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return
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end
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local entity = event.entity
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if not entity or not entity.valid then
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return
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end
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local position = entity.position
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local group_name = get_market_group_name(position)
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if not group_name then
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return
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end
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local player = Game.get_player_by_index(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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memory.players_in_market_view[player.index] = {
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position = position,
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group_name = group_name,
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}
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local frame = draw_market_frame(player, group_name)
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player.opened = frame
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end)
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Gui.on_custom_close(market_frame_name, function (event)
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local element = event.element
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memory.players_in_market_view[event.player.index] = nil
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Gui.destroy(element)
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end)
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local function close_market_gui(player)
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local element = player.gui.center
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memory.players_in_market_view[player.index] = nil
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if element and element.valid then
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element = element[market_frame_name]
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if element and element.valid then
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Gui.destroy(element)
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end
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end
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end
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Gui.on_click(market_frame_close_button_name, function (event)
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close_market_gui(event.player)
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end)
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Event.add(defines.events.on_player_died, function (event)
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local player = Game.get_player_by_index(event.player_index or 0)
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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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close_market_gui(player)
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end)
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Gui.on_value_changed(count_slider_name, function (event)
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local element = event.element
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local data = Gui.get_data(element)
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local value = floor(element.slider_value)
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local count
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if value % 2 == 0 then
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count = 10 ^ (value * 0.5) * 0.5
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else
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count = 10 ^ ((value - 1) * 0.5)
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end
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data.count = count
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data.text.text = count
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redraw_market_items(data)
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end)
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Gui.on_text_changed(count_text_name, function (event)
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local element = event.element
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local data = Gui.get_data(element)
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local count = tonumber(element.text)
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if count then
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count = floor(count)
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count = clamp(count, 1, 1000)
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data.count = count
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data.text.text = count
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else
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data.count = 1
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end
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redraw_market_items(data)
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end)
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Gui.on_click(item_button_name, function (event)
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local player = event.player
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local element = event.element
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local button_data = Gui.get_data(element)
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local data = button_data.data
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local item = data.market_items[button_data.index]
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if not item then
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player.print('This item is no longer available in the market')
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return
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end
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if item.disabled then
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player.print({'', item.name_label, ' is disabled. ', item.disabled_reason or ''})
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return
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end
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local name = item.name
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local price = item.price
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local count = data.count
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local cost = ceil(price * count)
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local coin_count = player.get_item_count('coin')
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if cost > coin_count then
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player.print('Insufficient coins')
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return
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end
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if item.type == 'item' then
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local inserted = player.insert({name = name, count = count})
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if inserted < count then
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player.print('Insufficient inventory space')
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if inserted > 0 then
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player.remove_item({name = name, count = inserted})
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end
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return
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end
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end
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player.remove_item({name = 'coin', count = cost})
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local player_coins = data.player_coins - cost
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data.player_coins = player_coins
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do_coin_label(player_coins, data.coin_label)
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redraw_market_items(data)
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PlayerStats.change_coin_spent(player.index, cost)
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raise_event(Retailer.events.on_market_purchase, {
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item = item,
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count = count,
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player = player,
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})
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end)
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---Add a market to the group_name retailer.
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---@param group_name string
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---@param market_entity LuaEntity
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function Retailer.add_market(group_name, market_entity)
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set_market_group_name(market_entity.position, group_name)
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end
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---Sets an item for all the group_name markets.
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---@param group_name string
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---@param prototype table with item name and price
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function Retailer.set_item(group_name, prototype)
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if not memory.items[group_name] then
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memory.items[group_name] = {}
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end
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local item_name = prototype.name
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local name_label = prototype.name_label
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if not name_label then
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local item_prototype = game.item_prototypes[item_name]
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name_label = item_prototype and item_prototype.localised_name
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end
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prototype.name_label = name_label or item_name
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prototype.sprite = prototype.sprite or 'item/' .. item_name
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prototype.type = prototype.type or 'item'
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memory.items[group_name][item_name] = prototype
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schedule_market_gui_refresh(group_name)
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end
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---Enables a market item by group name and item name if it's registered.
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---@param group_name string
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---@param item_name string
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function Retailer.enable_item(group_name, item_name)
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if not memory.items[group_name] then
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return
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end
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local prototype = memory.items[group_name][item_name]
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if not prototype then
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return
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end
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prototype.disabled = false
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prototype.disabled_reason = false
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schedule_market_gui_refresh(group_name)
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end
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---Disables a market item by group name and item name if it's registered.
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---@param group_name string
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---@param item_name string
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---@param disabled_reason string
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function Retailer.disable_item(group_name, item_name, disabled_reason)
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if not memory.items[group_name] then
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return
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end
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local prototype = memory.items[group_name][item_name]
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if not prototype then
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return
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end
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prototype.disabled = true
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prototype.disabled_reason = disabled_reason
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schedule_market_gui_refresh(group_name)
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end
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do_update_market_gui = Token.register(function(params)
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local group_name = params.group_name
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for player_index, view_data in pairs(memory.players_in_market_view) do
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if group_name == view_data.group_name then
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local player = Game.get_player_by_index(player_index)
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if player and player.valid then
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local frame = player.gui.center[market_frame_name]
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if not frame or not frame.valid then
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-- player already closed the market GUI and somehow this was not reported
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memory.players_in_market_view[player_index] = nil
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else
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redraw_market_items(Gui.get_data(frame))
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end
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else
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-- player is no longer in the game, remove it from the market view
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memory.players_in_market_view[player_index] = nil
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end
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end
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end
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-- mark it as updated
|
|
memory.market_gui_refresh_scheduled[group_name] = nil
|
|
end)
|
|
|
|
Event.on_nth_tick(37, function()
|
|
for player_index, view_data in pairs(memory.players_in_market_view) do
|
|
local player = Game.get_player_by_index(player_index)
|
|
if player and player.valid then
|
|
local player_position = player.position
|
|
local market_position = view_data.position
|
|
local delta_x = player_position.x - market_position.x
|
|
local delta_y = player_position.y - market_position.y
|
|
|
|
if delta_x * delta_x + delta_y * delta_y > market_gui_close_distance_squared then
|
|
close_market_gui(player)
|
|
end
|
|
else
|
|
-- player is no longer in the game, remove it from the market view
|
|
memory.players_in_market_view[player_index] = nil
|
|
end
|
|
end
|
|
end)
|
|
|
|
return Retailer
|