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Global Caravan handling GUI #222

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merged 30 commits into from
Apr 15, 2024

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TheGoesen
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@TheGoesen TheGoesen commented Jan 8, 2024

Hello.
I am currently working on some Gui additions to make life with caravans more tolerable. My first instinct was to just dump everything into a window, like the train overview or the universe explorer.
image

I quickly realized that that didnt actually address the most helpful thing needed, which I would describe as: given a full outpost, where is the caravan stuck thats supposed to empty it? So lets make a list when you click on an outpost, that gives you all caravans connected to it
image
That seems like a start...
So open questions.. what information can we actually put in the UI, how should it look like? The status light code is nice, but there is currently no light code for: 'caravan is just wandering around and not automated'... maybe turn this state to yellow?
Caravans could be connected to cargo wagon, so how handle cargo wagon to caravan? I like the idea of maybe adding something like the logistic button for caravans, but dont know if technically possible ..
image
Do you have suggestions?

@TheGoesen TheGoesen marked this pull request as draft January 8, 2024 19:32
@notnotmelon
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That's really cool. But we will need a button next to each caravan that directly opens the GUI. Also, what is the purpose of "key" column?

@notnotmelon
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What is the effect of "Caravan Organizer" hotkey?

@TheGoesen
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So currently: if you click on the "key" column it opens the caravan GUI (So Maybe it should look like an button?). It will definitely not print some integers in a more developed version

However if you have a caravan open, you can also transfer items to and from the inventory of the caravan, even if its out of reach.
That is 'cheating' from a vanilla standpoint, from a py standpoint you might argue that forcing the player to manually walk to the caravan is not a required game mechanic and manually teleporting some items is not an huge issue....

The effect of the caravan organizer hotkey is that it opens a list every caravan, not just the ones connected to the selected outpost.
(See screenshot 1) It initially seemed to me a good idea to build a global UI, something that is very similar to the global train UI.
However-> the caravans dont have names, the outpost dont have names, so how do you identify anything in global Ui???

@TheGoesen
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TheGoesen commented Jan 11, 2024

So maybe ditching the global UI is in option, but it might still be useful for routine checks to see if you accidentely broke any of your caravans somewhere (state starving or state 'not automated')
Ah and the final default shortcut will not be "ctr-c" :D

@notnotmelon
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I have a solution for the inventory teleports. Once the PR is merged I will implement it.

@TheGoesen TheGoesen force-pushed the caravan_overview_2.1.12 branch from 5e0ef9b to 5134378 Compare January 15, 2024 19:07
@TheGoesen
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Ok that took a while to stop it from misbehaving...
The GUI looks like shit, I am not a factorio style wizard, feel free to change things around... So now we have a gui for things that are 'connected' to a caravan (caravan outpost), that shows all caravans that have a schedule there.
image
And the global caravan organizer thing is also there
image

@TheGoesen TheGoesen marked this pull request as ready for review January 20, 2024 21:26
@TheGoesen TheGoesen changed the title Early Draft: Global Caravan handling GUI Global Caravan handling GUI Jan 20, 2024
@TheGoesen
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Oh and i have changed the text from 'Goto Caravan' to 'Open Caravan' but the screenshots are still wrong. Tired....

@TheGoesen TheGoesen force-pushed the caravan_overview_2.1.12 branch from ea8ab76 to 81c0ffa Compare January 21, 2024 08:37
@notnotmelon notnotmelon self-requested a review January 21, 2024 21:36
@notnotmelon
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Wow, great effort on this. I believe this is the most high-effort PR we've had. I'll add some commits on your branch to improve the GUI style.

@kingarthur91
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is this done or what?

@TheGoesen
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from my perspective this can be merged, @notnotmelon do you want to do more refactoring, should i make changes?

@notnotmelon
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This needs more work on the graphics/styling side. It's one of my top priorities!

@notnotmelon notnotmelon merged commit f23a4ff into pyanodon:master Apr 15, 2024
8 checks passed
notnotmelon added a commit that referenced this pull request Apr 15, 2024
* Frozen (#240)

* make smart farms flora possitive

* version and changelog

* fix that collectors mk02-mk04 didnt get reset

fixes pyanodon/pybugreports#461

* i blame theros ass

* Smart farm fixes

* pyanodon/pybugreports#458

* TURD balance & migrations

* Fixed that subcritical-water-01 was not localised when pyAE is missing

* Fixed that the alpha dingrits from dingrit turd path 1 could not be used as modules inside the reproductive complex.

* Energy drink qol improvements

* Fixed several bugs involved with biofluid vessel underground pipes

* Fixed several bugs involved with biofluid vessel underground pipes

* remove print statements

* Reduce earlygame manual wood requirement grind.

---------

Co-authored-by: kingarthur91 <[email protected]>

* Fixed returned cages (#235)

* Add files via upload

* Fixed returned cages

* Fixed returned cages

* Fixed returned cages

* Returned cages fixed

* Fixed cage return

* Global Caravan handling GUI (#222)

* list of clickables everything is broken though

* click opens the thing

* moved to a new file-> todo prevent item stealing
list by outpost
scrollpane

* outpost gui

* status icon

* less loc

* new state idle

* pasting untested stuff from chatgpt

* ho

* more stuff that will certainly work nocap

* connected gui works

* lets try this migrations thingy

* fixed the migration

* use the migration

* fixed the close button...

* cleanup code a bit

* fixed the esc key

* localization

* localization

* ship it

* new rule I like open better

* wuuups

* I broke esc again...

* Apply pyanodon code formatting standard

* Remove references to stdlib functions as part of an ongoing effort to remove stdlib.

* Streamline the amount of code needed to handle GUI closing events

* Make the GUI expand to the container instead of having a hardcoded size

* Improve the relative GUI type guessing algorithm

* Move hotkey based GUI to pycodex and add a camera

* Add more buttons and finalize styling

---------

Co-authored-by: notnotmelon <[email protected]>

* Add a rename button to the original caravan GUI

* Add some randomly generated placeholder names for caravans.

---------

Co-authored-by: kingarthur91 <[email protected]>
Co-authored-by: Wisey <[email protected]>
Co-authored-by: TheGoesen <[email protected]>
@notnotmelon
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Merged and uploaded to the mod portal. Thanks again!

@notnotmelon
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Here is the final version after my styling:

https://imgur.com/a/JR8HO42

@TheGoesen
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Poggies very cool thanks :) need to boot the game up again ;)

notnotmelon added a commit that referenced this pull request May 17, 2024
* Frozen (#242)

* Frozen (#240)

* make smart farms flora possitive

* version and changelog

* fix that collectors mk02-mk04 didnt get reset

fixes pyanodon/pybugreports#461

* i blame theros ass

* Smart farm fixes

* pyanodon/pybugreports#458

* TURD balance & migrations

* Fixed that subcritical-water-01 was not localised when pyAE is missing

* Fixed that the alpha dingrits from dingrit turd path 1 could not be used as modules inside the reproductive complex.

* Energy drink qol improvements

* Fixed several bugs involved with biofluid vessel underground pipes

* Fixed several bugs involved with biofluid vessel underground pipes

* remove print statements

* Reduce earlygame manual wood requirement grind.

---------

Co-authored-by: kingarthur91 <[email protected]>

* Fixed returned cages (#235)

* Add files via upload

* Fixed returned cages

* Fixed returned cages

* Fixed returned cages

* Returned cages fixed

* Fixed cage return

* Global Caravan handling GUI (#222)

* list of clickables everything is broken though

* click opens the thing

* moved to a new file-> todo prevent item stealing
list by outpost
scrollpane

* outpost gui

* status icon

* less loc

* new state idle

* pasting untested stuff from chatgpt

* ho

* more stuff that will certainly work nocap

* connected gui works

* lets try this migrations thingy

* fixed the migration

* use the migration

* fixed the close button...

* cleanup code a bit

* fixed the esc key

* localization

* localization

* ship it

* new rule I like open better

* wuuups

* I broke esc again...

* Apply pyanodon code formatting standard

* Remove references to stdlib functions as part of an ongoing effort to remove stdlib.

* Streamline the amount of code needed to handle GUI closing events

* Make the GUI expand to the container instead of having a hardcoded size

* Improve the relative GUI type guessing algorithm

* Move hotkey based GUI to pycodex and add a camera

* Add more buttons and finalize styling

---------

Co-authored-by: notnotmelon <[email protected]>

* Add a rename button to the original caravan GUI

* Add some randomly generated placeholder names for caravans.

---------

Co-authored-by: kingarthur91 <[email protected]>
Co-authored-by: Wisey <[email protected]>
Co-authored-by: TheGoesen <[email protected]>

* Fix vonix cages issue introduced in the PR yesterday

* Fixed unknown key error in the new caravan GUI

* Day 1 patch for caravan GUI

* pyanodon/pybugreports#469

* pyanodon/pybugreports#471

* Add a searchbar to the caravan global gui

* Removed the incompatibility with omnimatter wood.

* Buffed korlex path 2

* Removed references to nauvis in the locale

* Removed references to nauvis in the locale

* Buffed fawogae module breeding

* Update luatest to include the frozen branch

* Moved the ralesia turd from py4 to chem science. Also changed the text description on path 3.

* Fix caravan copypast

* nevermind this causes issues

* increase version number

* Fixed that nexelit ore had broken graphics in low-resolution mode.

* Added compatibility between caravans and the remote configuration mod

* path_resolution_modifier for caravans

* Actually, lets only do this for aerials

* added tier markers to rennea and arum seeds

* 10X improvement for biofluid UPS

* Increase version number

---------

Co-authored-by: kingarthur91 <[email protected]>
Co-authored-by: Wisey <[email protected]>
Co-authored-by: TheGoesen <[email protected]>
notnotmelon added a commit that referenced this pull request May 28, 2024
* Frozen (#242)

* Frozen (#240)

* make smart farms flora possitive

* version and changelog

* fix that collectors mk02-mk04 didnt get reset

fixes pyanodon/pybugreports#461

* i blame theros ass

* Smart farm fixes

* pyanodon/pybugreports#458

* TURD balance & migrations

* Fixed that subcritical-water-01 was not localised when pyAE is missing

* Fixed that the alpha dingrits from dingrit turd path 1 could not be used as modules inside the reproductive complex.

* Energy drink qol improvements

* Fixed several bugs involved with biofluid vessel underground pipes

* Fixed several bugs involved with biofluid vessel underground pipes

* remove print statements

* Reduce earlygame manual wood requirement grind.

---------

Co-authored-by: kingarthur91 <[email protected]>

* Fixed returned cages (#235)

* Add files via upload

* Fixed returned cages

* Fixed returned cages

* Fixed returned cages

* Returned cages fixed

* Fixed cage return

* Global Caravan handling GUI (#222)

* list of clickables everything is broken though

* click opens the thing

* moved to a new file-> todo prevent item stealing
list by outpost
scrollpane

* outpost gui

* status icon

* less loc

* new state idle

* pasting untested stuff from chatgpt

* ho

* more stuff that will certainly work nocap

* connected gui works

* lets try this migrations thingy

* fixed the migration

* use the migration

* fixed the close button...

* cleanup code a bit

* fixed the esc key

* localization

* localization

* ship it

* new rule I like open better

* wuuups

* I broke esc again...

* Apply pyanodon code formatting standard

* Remove references to stdlib functions as part of an ongoing effort to remove stdlib.

* Streamline the amount of code needed to handle GUI closing events

* Make the GUI expand to the container instead of having a hardcoded size

* Improve the relative GUI type guessing algorithm

* Move hotkey based GUI to pycodex and add a camera

* Add more buttons and finalize styling

---------

Co-authored-by: notnotmelon <[email protected]>

* Add a rename button to the original caravan GUI

* Add some randomly generated placeholder names for caravans.

---------

Co-authored-by: kingarthur91 <[email protected]>
Co-authored-by: Wisey <[email protected]>
Co-authored-by: TheGoesen <[email protected]>

* Fix vonix cages issue introduced in the PR yesterday

* Fixed unknown key error in the new caravan GUI

* Day 1 patch for caravan GUI

* pyanodon/pybugreports#469

* pyanodon/pybugreports#471

* Add a searchbar to the caravan global gui

* Removed the incompatibility with omnimatter wood.

* Buffed korlex path 2

* Removed references to nauvis in the locale

* Removed references to nauvis in the locale

* Buffed fawogae module breeding

* Update luatest to include the frozen branch

* Moved the ralesia turd from py4 to chem science. Also changed the text description on path 3.

* Fix caravan copypast

* nevermind this causes issues

* increase version number

* Fixed that nexelit ore had broken graphics in low-resolution mode.

* Added compatibility between caravans and the remote configuration mod

* path_resolution_modifier for caravans

* Actually, lets only do this for aerials

* added tier markers to rennea and arum seeds

* 10X improvement for biofluid UPS

* Increase version number

* fix pks turd prod

* CHANGELOG

* fix pks turd prod (#244)

* fix pks turd prod

* CHANGELOG

* pyanodon/pybugreports#399

* fix turd prod

* fuck those space rocks

---------

Co-authored-by: kingarthur91 <[email protected]>
Co-authored-by: Wisey <[email protected]>
Co-authored-by: TheGoesen <[email protected]>
Co-authored-by: przemo1232 <[email protected]>
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3 participants