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https://github.com/soarqin/DSP_Mods.git
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UXAssist: new feature for 1.2.20
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@@ -1,5 +1,10 @@
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## Changlog
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* 1.2.20
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+ New feature: `Dismantle blueprint selected buildings`
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- Press shortcut key in blueprint copy mode to dismantle selected buildings.
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- The default shortcut key is Ctrl+X, you can set it in system options panel.
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+ `Night Sunlight`: Fix bugs that sunlight angle is not updated as expected again.
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* 1.2.19
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+ New feature: `Tweak building buffer`
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- Factory recipe buffer formula: take the larger value between `Assembler buffer time multiplier(in seconds) * items needed per second` and `Assembler buffer minimum multiplier * items needed per recipe`
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@@ -265,6 +270,11 @@
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## 更新日志
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* 1.2.20
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+ 新功能:`拆除蓝图选中的建筑`
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- 在蓝图复制模式下按快捷键拆除选中的建筑
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- 默认快捷键是Ctrl+X,可以在系统选项面板中设置
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+ `夜间日光灯`:再次修复了光照角度未正确更新的问题
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* 1.2.19
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+ 新功能:`调整建筑输入缓冲`
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- 工厂配方计算公式,在`工厂配方缓冲时间倍率秒数x每秒需要的原料数量`和`工厂配方缓冲最小倍率x每生产一次配方需要的原料数量`中取更大的那个值
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@@ -1,3 +1,5 @@
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using System.Collections.Generic;
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namespace UXAssist.Functions;
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public static class FactoryFunctions
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@@ -19,4 +21,76 @@ public static class FactoryFunctions
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cargoTraffic._arrInputs(ref i0, ref i1, ref i2);
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cargoTraffic.AlterBeltConnections(beltId, 0, i0, i1, i2);
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}
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public static void DismantleBlueprintSelectedBuildings()
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{
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var player = GameMain.mainPlayer;
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var build = player?.controller?.actionBuild;
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if (build == null) return;
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var blueprintCopyTool = build.blueprintCopyTool;
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if (blueprintCopyTool == null || !blueprintCopyTool.active) return;
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var factory = build.factory;
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List<int> buildPreviewsToRemove = [];
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foreach (var buildPreview in blueprintCopyTool.bpPool)
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{
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if (buildPreview?.item == null || buildPreview.objId <= 0) continue;
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int index;
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if ((index = buildPreviewsToRemove.BinarySearch(buildPreview.objId)) < 0)
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buildPreviewsToRemove.Insert(~index, buildPreview.objId);
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var isBelt = buildPreview.desc.isBelt;
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var isInserter = buildPreview.desc.isInserter;
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if (isInserter) continue;
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var objId = buildPreview.objId;
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if (isBelt)
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{
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var needCheck = false;
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for (var j = 0; j < 2; j++)
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{
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factory.ReadObjectConn(objId, j, out _, out var connObjId, out _);
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if (connObjId == 0 || factory.ObjectIsBelt(connObjId) || blueprintCopyTool.ObjectIsInserter(connObjId)) continue;
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needCheck = true;
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break;
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}
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if (needCheck)
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{
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for (var k = 0; k < 16; k++)
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{
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factory.ReadObjectConn(objId, k, out _, out var connObjId, out _);
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if (connObjId != 0 && (index = buildPreviewsToRemove.BinarySearch(connObjId)) < 0 && (factory.ObjectIsBelt(connObjId) || blueprintCopyTool.ObjectIsInserter(connObjId)))
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buildPreviewsToRemove.Insert(~index, connObjId);
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}
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}
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for (var m = 0; m < 4; m++)
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{
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factory.ReadObjectConn(objId, m, out _, out var connObjId, out _);
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if (connObjId == 0 || !factory.ObjectIsBelt(connObjId) || buildPreviewsToRemove.BinarySearch(connObjId) >= 0) continue;
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for (var j = 0; j < 2; j++)
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{
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factory.ReadObjectConn(connObjId, j, out _, out var connObjId2, out _);
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if (connObjId2 == 0 || (index = buildPreviewsToRemove.BinarySearch(connObjId2)) >= 0 || factory.ObjectIsBelt(connObjId2) || blueprintCopyTool.ObjectIsInserter(connObjId2)) continue;
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buildPreviewsToRemove.Insert(~index, connObjId2);
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break;
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}
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}
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continue;
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}
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if (buildPreview.desc.addonType == EAddonType.Belt) continue;
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for (var j = 0; j < 16; j++)
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{
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factory.ReadObjectConn(objId, j, out _, out var connObjId, out _);
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if (connObjId != 0 && (index = buildPreviewsToRemove.BinarySearch(connObjId)) < 0 && (factory.ObjectIsBelt(connObjId) || blueprintCopyTool.ObjectIsInserter(connObjId)))
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buildPreviewsToRemove.Insert(~index, connObjId);
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}
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}
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foreach (var objId in buildPreviewsToRemove)
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{
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build.DoDismantleObject(objId);
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}
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buildPreviewsToRemove = null;
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blueprintCopyTool.ClearSelection();
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blueprintCopyTool.ClearPreSelection();
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blueprintCopyTool.ResetBlueprint();
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blueprintCopyTool.ResetBuildPreviews();
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blueprintCopyTool.RefreshBlueprintData();
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}
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}
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@@ -41,10 +41,12 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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public static ConfigEntry<int> LabBufferExtraCountForAdvancedAssemble;
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public static ConfigEntry<int> LabBufferMaxCountForResearch;
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public static ConfigEntry<int> ReceiverBufferCount;
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public static ConfigEntry<bool> DismantleBlueprintSelectionEnabled;
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private static PressKeyBind _doNotRenderEntitiesKey;
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private static PressKeyBind _offgridfForPathsKey;
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private static PressKeyBind _cutConveyorBeltKey;
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private static PressKeyBind _dismantleBlueprintSelectionKey;
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private static int _tankFastFillInAndTakeOutMultiplierRealValue = 2;
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@@ -53,7 +55,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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_doNotRenderEntitiesKey = KeyBindings.RegisterKeyBinding(new BuiltinKey
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{
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key = new CombineKey(0, 0, ECombineKeyAction.OnceClick, true),
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conflictGroup = KeyBindConflict.MOVEMENT | KeyBindConflict.FLYING | KeyBindConflict.SAILING | KeyBindConflict.BUILD_MODE_1 | KeyBindConflict.KEYBOARD_KEYBIND,
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conflictGroup = KeyBindConflict.MOVEMENT | KeyBindConflict.FLYING | KeyBindConflict.BUILD_MODE_1 | KeyBindConflict.KEYBOARD_KEYBIND,
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name = "ToggleDoNotRenderEntities",
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canOverride = true
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}
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@@ -62,7 +64,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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_offgridfForPathsKey = KeyBindings.RegisterKeyBinding(new BuiltinKey
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{
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key = new CombineKey(0, 0, ECombineKeyAction.OnceClick, true),
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conflictGroup = KeyBindConflict.MOVEMENT | KeyBindConflict.UI | KeyBindConflict.FLYING | KeyBindConflict.SAILING | KeyBindConflict.BUILD_MODE_1 | KeyBindConflict.KEYBOARD_KEYBIND,
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conflictGroup = KeyBindConflict.MOVEMENT | KeyBindConflict.UI | KeyBindConflict.FLYING | KeyBindConflict.BUILD_MODE_1 | KeyBindConflict.KEYBOARD_KEYBIND,
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name = "OffgridForPaths",
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canOverride = true
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}
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@@ -77,6 +79,15 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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}
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);
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I18N.Add("KEYCutConveyorBelt", "Cut conveyor belt", "切割传送带");
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_dismantleBlueprintSelectionKey = KeyBindings.RegisterKeyBinding(new BuiltinKey
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{
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key = new CombineKey((int)KeyCode.X, CombineKey.CTRL_COMB, ECombineKeyAction.OnceClick, false),
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conflictGroup = KeyBindConflict.KEYBOARD_KEYBIND,
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name = "DismantleBlueprintSelection",
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canOverride = true
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}
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);
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I18N.Add("KEYDismantleBlueprintSelection", "Dismantle blueprint selected buildings", "拆除蓝图选中的建筑");
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BeltSignalsForBuyOut.InitPersist();
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ProtectVeinsFromExhaustion.InitConfig();
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@@ -164,6 +175,8 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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{
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if (_doNotRenderEntitiesKey.keyValue)
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DoNotRenderEntitiesEnabled.Value = !DoNotRenderEntitiesEnabled.Value;
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if (DismantleBlueprintSelectionEnabled.Value && _dismantleBlueprintSelectionKey.keyValue)
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Functions.FactoryFunctions.DismantleBlueprintSelectedBuildings();
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}
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public static void Export(BinaryWriter w)
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@@ -73,6 +73,9 @@
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- Auto apply filter with item under mouse cursor while opening the panel
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- Quick-set item filter while right-clicking item icons in storage list on the panel
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- Real-time logistic stations info panel
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- Dismantle blueprint selected buildings
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- Press shortcut key in blueprint copy mode to dismantle selected buildings.
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- The default shortcut key is Ctrl+X, you can set it in system options panel.
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- Re-intialize planet (without reseting veins)
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- Quick dismantle all buildings (without drops)
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- Quick build Orbital Collectors
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@@ -208,6 +211,9 @@
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- 在控制面板物流塔列表中右键点击物品图标快速设置为筛选条件
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- 物流运输站实时信息面板
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- 注意:如果你启用了`Auxilaryfunction`中的`展示物流站信息`,此功能将被隐藏
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- 拆除蓝图选中的建筑
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- 在蓝图复制模式下按快捷键拆除选中的建筑
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- 默认快捷键是Ctrl+X,可以在系统选项面板中设置
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- 初始化本行星(不重置矿脉)
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- 快速拆除所有建筑(不掉落)
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- 快速建造轨道采集器
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@@ -97,6 +97,7 @@ public static class UIConfigWindow
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I18N.Add("Extra buffer count for Self-evolution Labs", "Extra buffer count for Self-evolution Labs", "自演化研究站矩阵额外缓冲数量");
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I18N.Add("Buffer count for researching in labs", "Buffer count for researching in labs", "研究站科研模式缓存数量");
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I18N.Add("Ray Receiver Graviton Lens buffer count", "Ray Receiver Graviton Lens buffer count", "射线接收器透镜缓冲数量");
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I18N.Add("Dismantle blueprint selected buildings", "Dismantle blueprint selected buildings", "拆除蓝图选中的建筑");
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I18N.Add("Shortcut keys for showing stars' name", "Shortcut keys for showing stars' name", "启用显示所有星系名称的快捷键");
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I18N.Add("Auto navigation on sailings", "Auto navigation on sailings", "宇宙航行时自动导航");
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I18N.Add("Enable auto-cruise", "Enable auto-cruise", "启用自动巡航");
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@@ -313,6 +314,9 @@ public static class UIConfigWindow
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x = 400f;
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y += 18f;
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y += 36f;
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wnd.AddCheckBox(x, y, tab2, FactoryPatch.DismantleBlueprintSelectionEnabled, "Dismantle blueprint selected buildings");
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{
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y += 36f;
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wnd.AddCheckBox(x, y, tab2, FactoryPatch.DragBuildPowerPolesEnabled, "Drag building power poles in maximum connection range");
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@@ -146,6 +146,8 @@ public class UXAssist : BaseUnityPlugin, IModCanSave
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FactoryPatch.LabBufferExtraCountForAdvancedAssemble = Config.Bind("Factory", "LabBufferExtraCountForAdvancedAssemble", 3, new ConfigDescription("Extra buffer count for Self-evolution Labs", new AcceptableValueRange<int>(1, 10)));
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FactoryPatch.LabBufferMaxCountForResearch = Config.Bind("Factory", "LabBufferMaxCountForResearch", 10, new ConfigDescription("Buffer count for researching in labs", new AcceptableValueRange<int>(2, 20)));
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FactoryPatch.ReceiverBufferCount = Config.Bind("Factory", "ReceiverBufferCount", 1, new ConfigDescription("Ray Receiver Graviton Lens buffer count", new AcceptableValueRange<int>(1, 20)));
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FactoryPatch.DismantleBlueprintSelectionEnabled = Config.Bind("Factory", "DismantleBlueprintSelection", false,
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"Dismantle blueprint selected buildings");
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LogisticsPatch.LogisticsCapacityTweaksEnabled = Config.Bind("Factory", "LogisticsCapacityTweaks", true,
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"Logistics capacity related tweaks");
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LogisticsPatch.AllowOverflowInLogisticsEnabled = Config.Bind("Factory", "AllowOverflowInLogistics", false,
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@@ -4,7 +4,7 @@
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<TargetFramework>net472</TargetFramework>
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<BepInExPluginGuid>org.soardev.uxassist</BepInExPluginGuid>
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<Description>DSP MOD - UXAssist</Description>
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<Version>1.2.19</Version>
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<Version>1.2.20</Version>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<LangVersion>latest</LangVersion>
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<PackageId>UXAssist</PackageId>
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@@ -1,6 +1,6 @@
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{
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"name": "UXAssist",
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"version_number": "1.2.19",
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"version_number": "1.2.20",
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"website_url": "https://github.com/soarqin/DSP_Mods/tree/master/UXAssist",
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"description": "Some functions and patches for better user experience / 一些提升用户体验的功能和补丁",
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"dependencies": [
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