Added virtual signals + adjustments
-Made virtual signals available (excluding the "unsorted" tab) -Softer map pin sound (found the original sonar sound without the granularity and pitched it +1) -Slighly adjusted French translation
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17
control.lua
17
control.lua
@@ -37,16 +37,18 @@ end
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local function add_map_marker(entity, icon_type, icon_name)
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if icon_type and icon_name then
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entity.force.add_chart_tag(entity.surface, { icon = { type = icon_type, name = icon_name}, position = entity.position })
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local map_type = (icon_type == "virtual-signal") and "virtual" or icon_type
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entity.force.add_chart_tag(entity.surface, { icon = { type = map_type, name = icon_name}, position = entity.position })
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entity.surface.play_sound{path = "map-marker-ping", position = entity.position, volume_modifier = 1}
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end
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end
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local function change_map_markers(entity, icon_type, icon_name)
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local map_type = (icon_type == "virtual-signal") and "virtual" or icon_type
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local markers = get_map_markers(entity)
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if markers then
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for _,marker in pairs(markers) do
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marker.icon = { type = icon_type, name = icon_name}
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marker.icon = { type = map_type, name = icon_name}
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end
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end
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end
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@@ -74,7 +76,7 @@ local function get_render_sprite_info(entity)
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local id = find_entity_render(entity)
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if id then
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local strings = splitstring(rendering.get_sprite(id), "/")
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if #strings == 2 then return strings[1], strings[2] end
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return strings[1], strings[2], strings[1] == 'virtual-signal' and 'virtual' or strings[1]
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end
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return nil, nil
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end
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@@ -377,7 +379,14 @@ local function create_display_gui(player, selected)
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for prototype_type,prototypes in pairs(DID.elem_prototypes) do
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for _,prototype in pairs(game[prototypes]) do
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if not DID.displays[prototype.name] and not ((prototype_type == "item" and prototype.has_flag("hidden")) or (prototype_type == "fluid" and prototype.hidden)) then
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local group = (prototype.group.name == "fluids") and "intermediate-products" or prototype.group.name
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local group = ""
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if prototype_type == "virtual-signal" then
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group = prototype.subgroup.group.name
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elseif prototype_type == "fluids" then
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group = "intermediate-products"
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else
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group = prototype.group.name
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end
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if not DID.group_blacklist[group] then
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if button_table[group] == nil then button_table[group] = {} end
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if button_table[group][prototype.subgroup.name] == nil then button_table[group][prototype.subgroup.name] = {} end
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