feat(ui): Flows-oprydning — tavle grupperet Ind/Ud efter navn, traktorer: egne+ledige (Vis alle), bygninger: valgte først, uden markør skjult (Vis alle); fix: staldes foderkrybbe (feedingTrough) i stationsopslag og bygningsmarkører — hønsehus (v1.19.0.0)
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@@ -267,7 +267,11 @@ function SmartPickupFrame:setStaticRowsVisible(tab, run)
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end
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end
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-- Samme rækkefølge som tavlen: Ind til bygning først, så Ud fra bygning, hver efter navn.
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function SmartPickupFrame:getRunsForTab()
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if ADFlowView ~= nil then
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return ADFlowView.orderedRuns(ADRunsController.store.runs)
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end
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return ADRunsController.store.runs
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end
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@@ -433,28 +437,46 @@ function SmartPickupFrame:fillWaitPoolOption(adEnv, run)
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self.waitPoolOption:setState(index, false)
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end
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-- Traktorer: som standard flowets egne og de ledige der kan bruges; "Vis alle" tilføjer traktorer i andre
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-- flows og låste (vognen passer ikke) — de er tit mange og gør listen uoverskuelig.
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function SmartPickupFrame:fillVehicleRows(adEnv, run)
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local inRun = {}
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for _, id in ipairs(run.vehicleIds) do
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inRun[id] = true
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end
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local entries = {}
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for _, vehicle in ipairs(ADRunsController.getFarmVehicles(adEnv)) do
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local id = ADRunsController.getVehicleId(vehicle)
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local otherRun = ADRunsController.getRunForVehicle(vehicle)
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local state = "free"
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if inRun[id] then
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state = "in"
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elseif otherRun ~= nil and otherRun.id ~= run.id then
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state = "other"
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elseif SmartPickupFrame.VEHICLE_BLOCKING_REASONS[ADRunsController.validateVehicle(adEnv, run, vehicle).reason] then
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state = "blocked"
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end
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table.insert(entries, {id = id, label = ADRunsController.getVehicleLabel(adEnv, vehicle), state = state, vehicle = vehicle, otherRun = otherRun})
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end
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local rows = ADFlowView.vehicleRows(entries, self.showAllVehicles == true)
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local hidden = ADFlowView.hiddenCount(entries, rows)
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if hidden > 0 or self.showAllVehicles then
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self.showAllVehiclesOption = self:addToggleRow("showAllVehicles", string.format(self.i18n:getText("spu_showAllVehicles"), hidden), {self.i18n:getText("ui_no"), self.i18n:getText("ui_yes")}, self.showAllVehicles == true)
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end
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for _, entry in ipairs(rows) do
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local vehicle = entry.vehicle
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local row = self:addRow(self.vehiclePrefab, {kind = "vehicle", vehicle = vehicle, row = nil})
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local option, title = row:getDescendantByName("option"), row:getDescendantByName("title")
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self.rowData[option].row = row
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option:setState(inRun[id] and SmartPickupFrame.STATE_ON or SmartPickupFrame.STATE_OFF, false)
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-- Traktorer i et ANDET run kan ikke vælges her (én traktor = ét run); rækken viser hvor den er.
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local otherRun = ADRunsController.getRunForVehicle(vehicle)
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if otherRun ~= nil and otherRun.id ~= run.id then
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option:setState(entry.state == "in" and SmartPickupFrame.STATE_ON or SmartPickupFrame.STATE_OFF, false)
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if entry.state == "other" then
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-- én traktor = ét flow; rækken viser hvor den er
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option:setDisabled(true)
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self.rowData[option].locked = true
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title:setText(string.format("%s — %s", ADRunsController.getVehicleLabel(adEnv, vehicle), string.format(self.i18n:getText("spu_inRun"), tostring(otherRun.name))))
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title:setText(string.format("%s — %s", entry.label, string.format(self.i18n:getText("spu_inRun"), tostring(entry.otherRun.name))))
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else
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title:setText(self:describeVehicle(adEnv, run, vehicle, inRun[id]))
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-- Vogn der ikke kan bære run'ets varer (ingen vogn / forkert vogn / paller uden UAL) kan ikke
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-- vælges; er den allerede i run'et, kan den stadig fravælges.
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if not inRun[id] and SmartPickupFrame.VEHICLE_BLOCKING_REASONS[ADRunsController.validateVehicle(adEnv, run, vehicle).reason] then
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title:setText(self:describeVehicle(adEnv, run, vehicle, entry.state == "in"))
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if entry.state == "blocked" then
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option:setDisabled(true)
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self.rowData[option].locked = true
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end
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@@ -678,6 +700,11 @@ function SmartPickupFrame:onClickIngredient(state, element)
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return self:onClickCollectRound(state)
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elseif data ~= nil and data.kind == "direction" then
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return self:onClickDirection(state)
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elseif data ~= nil and (data.kind == "showAllVehicles" or data.kind == "showAllBuildings") then
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local isOn = state == SmartPickupFrame.STATE_ON
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if data.kind == "showAllVehicles" then self.showAllVehicles = isOn else self.showAllBuildings = isOn end
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self:requestRebuild()
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return
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elseif data ~= nil and (data.kind == "sourceBuilding" or data.kind == "targetBuilding" or data.kind == "storeBuilding") then
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return self:onClickBuilding(state, element)
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end
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