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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/maps/native_war/team_manager.lua

687 lines
25 KiB
Lua
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2020-02-23 05:02:58 +02:00
local Public = {}
local wait_messages = {
"please get comfy.",
"get comfy!!",
"go and grab a drink.",
"take a short healthy break.",
"go and stretch your legs.",
"please pet the cat.",
"time to get a bowl of snacks :3",
"send love to Mewmew",
}
local forces = {
{name = "west", color = {r = 1, g = 1, b = 255}},
{name = "spectator", color = {r = 111, g = 111, b = 111}},
{name = "east", color = {r = 255, g = 1, b = 1}},
}
local gui_values = {
["west"] = {force = "west", c1 = "west", c2 = "JOIN ", n1 = "join_west_button",
color1 = {r = 1, g = 1, b = 255}, color2 = {r = 0.66, g = 0.66, b = 0.99}}, --tech_spy = "spy-north-tech", prod_spy = "spy-north-prod"
["east"] = {force = "east", c1 = "east", c2 = "JOIN ", n1 = "join_east_button",
color1 = {r = 255, g = 1, b = 1}, color2 = {r = 0.99, g = 0.44, b = 0.44}} --tech_spy = "spy-north-tech", prod_spy = "spy-north-prod"
}
starting_items = {['iron-plate'] = 32, ['iron-gear-wheel'] = 16, ['stone'] = 25}
local function get_player_array(force_name)
local a = {}
for _, p in pairs(game.forces[force_name].connected_players) do a[#a + 1] = p.name end
return a
end
local function freeze_players()
if not global.freeze_players then return end
global.team_manager_default_permissions = {}
local p = game.permissions.get_group("Default")
for action_name, _ in pairs(defines.input_action) do
global.team_manager_default_permissions[action_name] = p.allows_action(defines.input_action[action_name])
p.set_allows_action(defines.input_action[action_name], false)
end
local defs = {
defines.input_action.write_to_console,
defines.input_action.gui_click,
defines.input_action.gui_selection_state_changed,
defines.input_action.gui_checked_state_changed ,
defines.input_action.gui_elem_changed,
defines.input_action.gui_text_changed,
defines.input_action.gui_value_changed,
defines.input_action.edit_permission_group,
}
for _, d in pairs(defs) do p.set_allows_action(d, true) end
end
local function unfreeze_players()
local p = game.permissions.get_group("Default")
for action_name, _ in pairs(defines.input_action) do
if global.team_manager_default_permissions[action_name] then
p.set_allows_action(defines.input_action[action_name], true)
end
end
end
local function leave_corpse(player)
if not player.character then return end
local inventories = {
player.get_inventory(defines.inventory.character_main),
player.get_inventory(defines.inventory.character_guns),
player.get_inventory(defines.inventory.character_ammo),
player.get_inventory(defines.inventory.character_armor),
player.get_inventory(defines.inventory.character_vehicle),
player.get_inventory(defines.inventory.character_trash),
}
local corpse = false
for _, i in pairs(inventories) do
for index = 1, #i, 1 do
if not i[index].valid then break end
corpse = true
break
end
if corpse then
player.character.die()
break
end
end
if player.character then player.character.destroy() end
player.character = nil
player.set_controller({type=defines.controllers.god})
player.create_character()
end
local function switch_force(player_name, force_name)
if not game.players[player_name] then game.print("Team Manager >> Player " .. player_name .. " does not exist.", {r=0.98, g=0.66, b=0.22}) return end
if not game.forces[force_name] then game.print("Team Manager >> Force " .. force_name .. " does not exist.", {r=0.98, g=0.66, b=0.22}) return end
local player = game.players[player_name]
player.force = game.forces[force_name]
game.print(player_name .. " has been switched into team " .. force_name .. ".", {r=0.98, g=0.66, b=0.22})
leave_corpse(player)
global.chosen_team[player_name] = nil
if force_name == "spectator" then
spectate(player, true)
else
join_team(player, force_name, true)
end
end
local function create_first_join_gui(player)
if not global.game_lobby_timeout then global.game_lobby_timeout = 10 end --[[5999940]]
if global.game_lobby_timeout - game.tick < 0 then global.game_lobby_active = false end
local frame = player.gui.left.add { type = "frame", name = "nv_main_gui", direction = "vertical" }
local b = frame.add{ type = "label", caption = "Defend your Market!" }
b.style.font = "heading-1"
b.style.font_color = {r=0.98, g=0.66, b=0.22}
local b = frame.add { type = "label", caption = "Feed the market with science to send native waves!" }
b.style.font = "heading-2"
b.style.font_color = {r=0.98, g=0.66, b=0.22}
frame.add { type = "label", caption = "-----------------------------------------------------------"}
for _, gui_value in pairs(gui_values) do
local t = frame.add { type = "table", column_count = 3 }
local c = gui_value.c1
--if global.tm_custom_name[gui_value.force] then c = global.tm_custom_name[gui_value.force] end
local l = t.add { type = "label", caption = c}
l.style.font = "heading-2"
l.style.font_color = gui_value.color1
l.style.single_line = false
l.style.maximal_width = 290
local l = t.add { type = "label", caption = " - "}
local c = #game.forces[gui_value.force].connected_players .. " Player"
if #game.forces[gui_value.force].connected_players >= 1 then c = c .. "s" end
local l = t.add { type = "label", caption = c}
l.style.font_color = { r=0.22, g=0.88, b=0.22}
local c = gui_value.c2
local font_color = gui_value.color1
if global.game_lobby_active then
font_color = {r=0.7, g=0.7, b=0.7}
c = c .. " (waiting for players... "
c = c .. math.ceil((global.game_lobby_timeout - game.tick)/60)
c = c .. ")"
end
local t = frame.add { type = "table", column_count = 4 }
for _, p in pairs(game.forces[gui_value.force].connected_players) do
local l = t.add({type = "label", caption = p.name})
l.style.font_color = {r = p.color.r * 0.6 + 0.4, g = p.color.g * 0.6 + 0.4, b = p.color.b * 0.6 + 0.4, a = 1}
l.style.font = "heading-2"
end
local b = frame.add { type = "sprite-button", name = gui_value.n1, caption = c }
b.style.font = "default-large-bold"
b.style.font_color = font_color
b.style.minimal_width = 350
frame.add { type = "label", caption = "-----------------------------------------------------------"}
end
end
local function create_main_gui(player)
local is_spec = player.force.name == "spectator"
if player.gui.left["nv_main_gui"] then player.gui.left["nv_main_gui"].destroy() end
--if global.bb_game_won_by_team then return end
if not global.chosen_team[player.name] then
if not global.tournament_mode then
create_first_join_gui(player)
return
end
end
local frame = player.gui.left.add { type = "frame", name = "nv_main_gui", direction = "vertical" }
-- Science sending GUI
local first_team = true
for _, gui_value in pairs(gui_values) do
-- Line separator
if not first_team then
frame.add { type = "line", caption = "this line", direction = "horizontal" }
else
first_team = false
end
-- Team name & Player count
local t = frame.add { type = "table", column_count = 3 }
-- Team name
local c = gui_value.c1
--if global.tm_custom_name[gui_value.force] then c = global.tm_custom_name[gui_value.force] end
local l = t.add { type = "label", caption = c}
l.style.font = "default-bold"
l.style.font_color = gui_value.color1
l.style.single_line = false
--l.style.minimal_width = 100
l.style.maximal_width = 102
-- Number of players
local l = t.add { type = "label", caption = " - "}
local c = #game.forces[gui_value.force].connected_players .. " Player"
if #game.forces[gui_value.force].connected_players >= 1 then c = c .. "s" end
local l = t.add { type = "label", caption = c}
l.style.font = "default"
l.style.font_color = { r=0.22, g=0.88, b=0.22}
-- Player list
local t = frame.add { type = "table", column_count = 4 }
for _, p in pairs(game.forces[gui_value.force].connected_players) do
local l = t.add { type = "label", caption = p.name }
l.style.font_color = {r = p.color.r * 0.6 + 0.4, g = p.color.g * 0.6 + 0.4, b = p.color.b * 0.6 + 0.4, a = 1}
end
-- Statistics
--local t = frame.add { type = "table", name = "stats_" .. gui_value.force, column_count = 6 }
-- Tech button
-- if is_spec then
-- add_tech_button(t, gui_value)
-- add_prod_button(t, gui_value)
--end
end
-- Action frame
local t = frame.add { type = "table", column_count = 2 }
-- Spectate / Rejoin team
if is_spec then
local b = t.add { type = "sprite-button", name = "nv_leave_spectate", caption = "Join Team" }
else
local b = t.add { type = "sprite-button", name = "nv_spectate", caption = "Spectate" }
end
-- Playerlist button
local b_width = is_spec and 97 or 86
-- 111 when prod_spy button will be there
for _, b in pairs(t.children) do
b.style.font = "default-bold"
b.style.font_color = { r=0.98, g=0.66, b=0.22}
b.style.top_padding = 1
b.style.left_padding = 1
b.style.right_padding = 1
b.style.bottom_padding = 1
b.style.maximal_height = 30
b.style.width = b_width
end
end
function Public.refresh()
for _, player in pairs(game.connected_players) do
if player.gui.left["nv_main_gui"] then
create_main_gui(player)
end
end
end
function join_team(player, force_name, forced_join)
if not player.character then return end
if not forced_join then
if global.tournament_mode then player.print("The game is set to tournament mode. Teams can only be changed via team manager.", {r = 0.98, g = 0.66, b = 0.22}) return end
end
if not force_name then return end
local surface = player.surface
local enemy_team = "west"
if force_name == "west" then enemy_team = "east" end
if not global.training_mode and global.nv_settings.team_balancing then
if not forced_join then
if #game.forces[force_name].connected_players > #game.forces[enemy_team].connected_players then
if not global.chosen_team[player.name] then
player.print("Team " .. force_name .. " has too many players currently.", {r = 0.98, g = 0.66, b = 0.22})
return
end
end
end
end
if global.chosen_team[player.name] then
if not forced_join then
if game.tick - global.spectator_rejoin_delay[player.name] < 7200 then
player.print(
"Not ready to return to your team yet. Please wait " .. 120-(math.floor((game.tick - global.spectator_rejoin_delay[player.name])/60)) .. " seconds.",
{r = 0.98, g = 0.66, b = 0.22}
)
return
end
end
local p = surface.find_non_colliding_position("character", game.forces[force_name].get_spawn_position(surface), 8, 1)
player.teleport(p, surface)
player.force = game.forces[force_name]
player.character.destructible = true
Public.refresh()
game.permissions.get_group("Default").add_player(player)
local msg = table.concat({"Team ", player.force.name, " player ", player.name, " is no longer spectating."})
game.print(msg, {r = 0.98, g = 0.66, b = 0.22})
--Server.to_discord_bold(msg)
player.spectator = false
return
end
local pos = surface.find_non_colliding_position("character", game.forces[force_name].get_spawn_position(surface), 8, 1)
if not pos then pos = game.forces[force_name].get_spawn_position(surface) end
player.teleport(pos)
player.force = game.forces[force_name]
player.character.destructible = true
game.permissions.get_group("Default").add_player(player)
if not forced_join then
local c = player.force.name
--if global.tm_custom_name[player.force.name] then c = global.tm_custom_name[player.force.name] end
local message = table.concat({player.name, " has joined team ", c, "!"})
game.print(message, {r = 0.98, g = 0.66, b = 0.22})
--Server.to_discord_bold(message)
end
local i = player.get_inventory(defines.inventory.character_main)
i.clear()
for item, amount in pairs(starting_items) do
player.insert({name = item, count = amount})
end
global.chosen_team[player.name] = force_name
player.spectator = false
Public.refresh()
end
function spectate(player, forced_join)
if not player.character then return end
if not forced_join then
if global.tournament_mode then player.print("The game is set to tournament mode. Teams can only be changed via team manager.", {r = 0.98, g = 0.66, b = 0.22}) return end
end
player.teleport(player.surface.find_non_colliding_position("character", {0,-190}, 4, 1))
player.force = game.forces.spectator
player.character.destructible = false
if not forced_join then
local msg = player.name .. " is spectating."
game.print(msg, {r = 0.98, g = 0.66, b = 0.22})
--Server.to_discord_bold(msg)
end
game.permissions.get_group("spectator").add_player(player)
global.spectator_rejoin_delay[player.name] = game.tick
create_main_gui(player)
player.spectator = true
end
function Public.draw_top_toggle_button(player)
if player.gui.top["team_manager_toggle_button"] then player.gui.top["team_manager_toggle_button"].destroy() end
local button = player.gui.top.add({type = "sprite-button", name = "team_manager_toggle_button", caption = "Team Manager", tooltip = tooltip})
button.style.font = "heading-2"
button.style.font_color = {r = 0.88, g = 0.55, b = 0.11}
button.style.minimal_height = 38
button.style.minimal_width = 120
button.style.top_padding = 2
button.style.left_padding = 0
button.style.right_padding = 0
button.style.bottom_padding = 2
end
local function draw_manager_gui(player)
if player.gui.center["team_manager_gui"] then player.gui.center["team_manager_gui"].destroy() end
local frame = player.gui.center.add({type = "frame", name = "team_manager_gui", caption = "Manage Teams", direction = "vertical"})
local t = frame.add({type = "table", name = "team_manager_root_table", column_count = 5})
local i2 = 1
for i = 1, #forces * 2 - 1, 1 do
if i % 2 == 1 then
local l = t.add({type = "sprite-button", caption = string.upper(forces[i2].name), name = forces[i2].name})
l.style.minimal_width = 160
l.style.maximal_width = 160
l.style.font_color = forces[i2].color
l.style.font = "heading-1"
i2 = i2 + 1
else
local tt = t.add({type = "label", caption = " "})
end
end
local i2 = 1
for i = 1, #forces * 2 - 1, 1 do
if i % 2 == 1 then
local list_box = t.add({type = "list-box", name = "team_manager_list_box_" .. i2, items = get_player_array(forces[i2].name)})
list_box.style.minimal_height = 360
list_box.style.minimal_width = 160
list_box.style.maximal_height = 480
i2 = i2 + 1
else
local tt = t.add({type = "table", column_count = 1})
local b = tt.add({type = "sprite-button", name = i2 - 1, caption = ""})
b.style.font = "heading-1"
b.style.maximal_height = 38
b.style.maximal_width = 38
local b = tt.add({type = "sprite-button", name = i2, caption = ""})
b.style.font = "heading-1"
b.style.maximal_height = 38
b.style.maximal_width = 38
end
end
frame.add({type = "label", caption = ""})
local t = frame.add({type = "table", name = "team_manager_bottom_buttons", column_count = 4})
local button = t.add({
type = "button",
name = "team_manager_close",
caption = "Close",
tooltip = "Close this window."
})
button.style.font = "heading-2"
if global.tournament_mode then
button = t.add({
type = "button",
name = "team_manager_activate_tournament",
caption = "Tournament Mode Enabled",
tooltip = "Only admins can move players and vote for difficulty.\nActive players can no longer go spectate.\nNew joining players are spectators."
})
button.style.font_color = {r = 222, g = 22, b = 22}
else
button = t.add({
type = "button",
name = "team_manager_activate_tournament",
caption = "Tournament Mode Disabled",
tooltip = "Only admins can move players. Active players can no longer go spectate. New joining players are spectators."
})
button.style.font_color = {r = 55, g = 55, b = 55}
end
button.style.font = "heading-2"
if global.freeze_players then
button = t.add({
type = "button",
name = "team_manager_freeze_players",
caption = "Unfreeze Players",
tooltip = "Releases all players."
})
button.style.font_color = {r = 222, g = 22, b = 22}
else
button = t.add({
type = "button",
name = "team_manager_freeze_players",
caption = "Freeze Players",
tooltip = "Freezes all players, unable to perform actions, until released."
})
button.style.font_color = {r = 55, g = 55, b = 222}
end
button.style.font = "heading-2"
if global.training_mode then
button = t.add({
type = "button",
name = "team_manager_activate_training",
caption = "Training Mode Activated",
tooltip = "Feed your own team's biters and only teams with players gain threat & evo."
})
button.style.font_color = {r = 222, g = 22, b = 22}
else
button = t.add({
type = "button",
name = "team_manager_activate_training",
caption = "Training Mode Disabled",
tooltip = "Feed your own team's biters and only teams with players gain threat & evo."
})
button.style.font_color = {r = 55, g = 55, b = 55}
end
button.style.font = "heading-2"
end
local function set_custom_team_name(force_name, team_name)
if team_name == "" then global.tm_custom_name[force_name] = nil return end
if not team_name then global.tm_custom_name[force_name] = nil return end
global.tm_custom_name[force_name] = tostring(team_name)
end
local function custom_team_name_gui(player, force_name)
if player.gui.center["custom_team_name_gui"] then player.gui.center["custom_team_name_gui"].destroy() return end
local frame = player.gui.center.add({type = "frame", name = "custom_team_name_gui", caption = "Set custom team name:", direction = "vertical"})
local text = force_name
if global.tm_custom_name[force_name] then text = global.tm_custom_name[force_name] end
local textfield = frame.add({ type = "textfield", name = force_name, text = text })
local t = frame.add({type = "table", column_count = 2})
local button = t.add({
type = "button",
name = "custom_team_name_gui_set",
caption = "Set",
tooltip = "Set custom team name."
})
button.style.font = "heading-2"
local button = t.add({
type = "button",
name = "custom_team_name_gui_close",
caption = "Close",
tooltip = "Close this window."
})
button.style.font = "heading-2"
end
local function team_manager_gui_click(event)
local player = game.players[event.player_index]
local name = event.element.name
if game.forces[name] then
if not player.admin then player.print("Only admins can change team names.", {r = 175, g = 0, b = 0}) return end
custom_team_name_gui(player, name)
player.gui.center["team_manager_gui"].destroy()
return
end
if name == "team_manager_close" then
player.gui.center["team_manager_gui"].destroy()
return
end
if name == "team_manager_activate_tournament" then
if not player.admin then player.print("Only admins can switch tournament mode.", {r = 175, g = 0, b = 0}) return end
if global.tournament_mode then
global.tournament_mode = false
draw_manager_gui(player)
game.print(">>> Tournament Mode has been disabled.", {r = 111, g = 111, b = 111})
return
end
global.tournament_mode = true
draw_manager_gui(player)
game.print(">>> Tournament Mode has been enabled!", {r = 225, g = 0, b = 0})
return
end
if name == "team_manager_freeze_players" then
if global.freeze_players then
if not player.admin then player.print("Only admins can unfreeze players.", {r = 175, g = 0, b = 0}) return end
global.freeze_players = false
draw_manager_gui(player)
game.print(">>> Players have been unfrozen!", {r = 255, g = 77, b = 77})
unfreeze_players()
return
end
if not player.admin then player.print("Only admins can freeze players.", {r = 175, g = 0, b = 0}) return end
global.freeze_players = true
draw_manager_gui(player)
game.print(">>> Players have been frozen!", {r = 111, g = 111, b = 255})
freeze_players()
return
end
if name == "team_manager_activate_training" then
if not player.admin then player.print("Only admins can switch training mode.", {r = 175, g = 0, b = 0}) return end
if global.training_mode then
global.training_mode = false
global.game_lobby_active = true
draw_manager_gui(player)
game.print(">>> Training Mode has been disabled.", {r = 111, g = 111, b = 111})
return
end
global.training_mode = true
global.game_lobby_active = false
draw_manager_gui(player)
game.print(">>> Training Mode has been enabled!", {r = 225, g = 0, b = 0})
return
end
if not event.element.parent then return end
local element = event.element.parent
if not element.parent then return end
local element = element.parent
if element.name ~= "team_manager_root_table" then return end
if not player.admin then player.print("Only admins can manage teams.", {r = 175, g = 0, b = 0}) return end
local listbox = player.gui.center["team_manager_gui"]["team_manager_root_table"]["team_manager_list_box_" .. tonumber(name)]
local selected_index = listbox.selected_index
if selected_index == 0 then player.print("No player selected.", {r = 175, g = 0, b = 0}) return end
local player_name = listbox.items[selected_index]
local m = -1
if event.element.caption == "" then m = 1 end
local force_name = forces[tonumber(name) + m].name
switch_force(player_name, force_name)
draw_manager_gui(player)
end
local function create_sprite_button(player)
if player.gui.top["nv_toggle_button"] then return end
local button = player.gui.top.add({type = "sprite-button", name = "nv_toggle_button", sprite = "item/splitter"})
button.style.font = "default-bold"
button.style.minimal_height = 38
button.style.minimal_width = 38
button.style.top_padding = 2
button.style.left_padding = 4
button.style.right_padding = 4
button.style.bottom_padding = 2
end
local function join_gui_click(name, player)
local team = {
["join_west_button"] = "west",
["join_east_button"] = "east"
}
if not team[name] then return end
if global.game_lobby_active then
if player.admin then
join_team(player, team[name])
game.print("Lobby disabled, admin override.", { r=0.98, g=0.66, b=0.22})
global.game_lobby_active = false
return
end
player.print("Waiting for more players, " .. wait_messages[math_random(1, #wait_messages)], { r=0.98, g=0.66, b=0.22})
return
end
join_team(player, team[name])
end
function Public.gui_click(event)
if not event.element then return end
if not event.element.valid then return end
local player = game.players[event.player_index]
local name = event.element.name
if name == "team_manager_toggle_button" then
if player.gui.center["team_manager_gui"] then player.gui.center["team_manager_gui"].destroy() return end
draw_manager_gui(player)
return
end
if player.gui.center["team_manager_gui"] then team_manager_gui_click(event) end
--[[if player.gui.center["custom_team_name_gui"] then
if name == "custom_team_name_gui_set" then
local custom_name = player.gui.center["custom_team_name_gui"].children[1].text
local force_name = player.gui.center["custom_team_name_gui"].children[1].name
set_custom_team_name(force_name, custom_name)
player.gui.center["custom_team_name_gui"].destroy()
draw_manager_gui(player)
return
end
if name == "custom_team_name_gui_close" then
player.gui.center["custom_team_name_gui"].destroy()
draw_manager_gui(player)
return
end
end]]
end
local function on_gui_click(event)
if not event.element then return end
if not event.element.valid then return end
local player = game.players[event.player_index]
local name = event.element.name
if name == "nv_toggle_button" then
if player.gui.left["nv_main_gui"] then
player.gui.left["nv_main_gui"].destroy()
else
create_main_gui(player)
end
return
end
if name == "join_west_button" then join_gui_click(name, player) return end
if name == "join_east_button" then join_gui_click(name, player) return end
if name == "nv_leave_spectate" then join_team(player, global.chosen_team[player.name]) end
if name == "nv_spectate" then spectate(player) return end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
--if not global.bb_view_players then global.bb_view_players = {} end
if not global.chosen_team then global.chosen_team = {} end
--global.bb_view_players[player.name] = false
if #game.connected_players > 1 then
global.game_lobby_timeout = math.ceil(1 / #game.connected_players) --EVL
--global.game_lobby_timeout = math.ceil(36000 / #game.connected_players)
else
global.game_lobby_timeout = 1 --EVL
--global.game_lobby_timeout = 599940
end
if not global.chosen_team[player.name] then
if global.tournament_mode then
player.force = game.forces.spectator
else
player.force = game.forces.player
end
end
create_sprite_button(player)
create_main_gui(player)
end
function Public.init()
global.tm_custom_name = {}
end
local event = require 'utils.event'
event.add(defines.events.on_gui_click, on_gui_click)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
return Public