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ComfyFactorio/maps/chronosphere/gui.lua

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local Chrono_table = require 'maps.chronosphere.table'
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local Public_gui = {}
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local math_floor = math.floor
local math_abs = math.abs
local math_max = math.max
local math_min = math.min
local Upgrades = require "maps.chronosphere.upgrade_list"
local Balance = require "maps.chronosphere.balance"
local Difficulty = require 'modules.difficulty_vote'
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local function create_gui(player)
local frame = player.gui.top.add({ type = "frame", name = "chronosphere"})
frame.style.maximal_height = 38
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local label
local button
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label = frame.add({ type = "label", caption = " ", name = "label"})
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label.style.font_color = {r=0.88, g=0.88, b=0.88}
label.style.font = "default-bold"
label.style.font_color = {r=0.33, g=0.66, b=0.9}
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label = frame.add({ type = "label", caption = " ", name = "jump_number"})
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label.style.font_color = {r=0.88, g=0.88, b=0.88}
label.style.font = "default-bold"
label.style.right_padding = 4
label.style.font_color = {r=0.33, g=0.66, b=0.9}
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label = frame.add({ type = "label", caption = " ", name = "charger"})
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label.style.font = "default-bold"
label.style.left_padding = 4
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label.style.font_color = {r = 255, g = 200, b = 200} --255 200 200 --150 0 255
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label = frame.add({ type = "label", caption = " ", name = "charger_value"})
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label.style.font = "default-bold"
label.style.right_padding = 1
label.style.minimal_width = 10
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label.style.font_color = {r = 255, g = 200, b = 200}
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local progressbar = frame.add({ type = "progressbar", name = "progressbar", value = 0})
progressbar.style.minimal_width = 96
progressbar.style.maximal_width = 96
progressbar.style.top_padding = 10
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label = frame.add({ type = "label", caption = " ", name = "timer"})
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label.style.font = "default-bold"
label.style.right_padding = 1
label.style.minimal_width = 10
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label.style.font_color = {r = 255, g = 200, b = 200}
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label = frame.add({ type = "label", caption = " ", name = "timer_value", tooltip = " "})
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label.style.font = "default-bold"
label.style.right_padding = 1
label.style.minimal_width = 10
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label.style.font_color = {r = 255, g = 200, b = 200}
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label = frame.add({ type = "label", caption = " ", name = "timer2"})
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label.style.font = "default-bold"
label.style.right_padding = 1
label.style.minimal_width = 10
label.style.font_color = {r = 0, g = 200, b = 0}
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label = frame.add({ type = "label", caption = " ", name = "timer_value2"})
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label.style.font = "default-bold"
label.style.right_padding = 1
label.style.minimal_width = 10
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label.style.font_color = {r = 0, g = 200, b = 0}
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-- local line = frame.add({type = "line", direction = "vertical"})
-- line.style.left_padding = 4
-- line.style.right_padding = 8
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button = frame.add({type = "button", caption = " ", name = "planet_button"})
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button.style.font = "default-bold"
button.style.font_color = { r=0.99, g=0.99, b=0.99}
button.style.minimal_width = 75
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button = frame.add({type = "button", caption = " ", name = "upgrades_button"})
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button.style.font = "default-bold"
button.style.font_color = { r=0.99, g=0.99, b=0.99}
button.style.minimal_width = 75
end
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local function update_upgrades_gui(player)
local objective = Chrono_table.get_table()
if not player.gui.screen["gui_upgrades"] then return end
local upgrades = Upgrades.upgrades()
local frame = player.gui.screen["gui_upgrades"]
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local switch = frame["quest_switch"].switch_state
for i = 1, #upgrades, 1 do
local t = frame["upgrades_table" .. i]
t["upgrade" .. i].number = objective.upgrades[i]
t["upgrade" .. i].tooltip = upgrades[i].tooltip
t["upgrade_label" .. i].tooltip = upgrades[i].tooltip
if objective.upgrades[i] == upgrades[i].max_level then
t["maxed" .. i].visible = true
t["jump_req" .. i].visible = false
for index,_ in pairs(upgrades[i].cost) do
t[index .. "-" .. i].visible = false
end
else
t["maxed" .. i].visible = false
t["jump_req" .. i].visible = true
t["jump_req" .. i].number = upgrades[i].jump_limit
for index,item in pairs(upgrades[i].cost) do
t[index .. "-" .. i].visible = true
t[index .. "-" .. i].number = item.count
end
end
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if upgrades[i].quest then
if switch == "left" then
t.visible = false
else
t.visible = true
end
else
if switch == "right" then
t.visible = false
else
t.visible = true
end
end
end
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end
local function planet_gui(player)
local objective = Chrono_table.get_table()
if player.gui.screen["gui_planet"] then player.gui.screen["gui_planet"].destroy() return end
local planet = objective.planet[1]
local evolution = game.forces["enemy"].evolution_factor
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local frame = player.gui.screen.add{type = "frame", name = "gui_planet", caption = {"chronosphere.gui_planet_button"}, direction = "vertical"}
frame.location = {x = 650, y = 45}
frame.style.minimal_height = 300
frame.style.maximal_height = 500
frame.style.minimal_width = 200
frame.style.maximal_width = 400
local l = {}
l[1] = frame.add({type = "label", name = "planet_name", caption = {"chronosphere.gui_planet_0", planet.type.name}})
l[2] = frame.add({type = "label", caption = {"chronosphere.gui_planet_1"}})
local table0 = frame.add({type = "table", name = "planet_ores", column_count = 3})
table0.add({type = "sprite-button", name = "iron-ore", sprite = "item/iron-ore", enabled = false, number = planet.type.iron})
table0.add({type = "sprite-button", name = "copper-ore", sprite = "item/copper-ore", enabled = false, number = planet.type.copper})
table0.add({type = "sprite-button", name = "coal", sprite = "item/coal", enabled = false, number = planet.type.coal})
table0.add({type = "sprite-button", name = "stone", sprite = "item/stone", enabled = false, number = planet.type.stone})
table0.add({type = "sprite-button", name = "uranium-ore", sprite = "item/uranium-ore", enabled = false, number = planet.type.uranium})
table0.add({type = "sprite-button", name = "oil", sprite = "fluid/crude-oil", enabled = false, number = planet.type.oil})
l[3] = frame.add({type = "label", name = "richness", caption = {"chronosphere.gui_planet_2", planet.ore_richness.name}})
frame.add({type = "label", name = "planet_time", caption = {"chronosphere.gui_planet_5", planet.day_speed.name}})
frame.add({type = "line"})
frame.add({type = "label", name = "planet_biters", caption = {"chronosphere.gui_planet_3", math_floor(evolution * 1000) / 10}})
frame.add({type = "label", name = "planet_biters2", caption = {"chronosphere.gui_planet_4"}})
frame.add({type = "label", name = "planet_biters3", caption = {"chronosphere.gui_planet_4_1", objective.overstaycount * 2.5, objective.overstaycount * 10}})
frame.add({type = "line"})
frame.add({type = "label", name = "overstay_time", caption = {"chronosphere.gui_planet_7", "",""}})
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frame.add({type = "line"})
local close = frame.add({type = "button", name = "close_planet", caption = "Close"})
close.style.horizontal_align = "center"
-- for i = 1, 3, 1 do
-- l[i].style.font = "default-game"
-- end
return l
end
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local function update_planet_gui(player)
local objective = Chrono_table.get_table()
local difficulty = Difficulty.get().difficulty_vote_value
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if not player.gui.screen["gui_planet"] then return end
local planet = objective.planet[1]
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local evolution = game.forces["enemy"].evolution_factor
local evo_color = {
r = math_floor(255 * 1 * math_max(0, math_min(1, 1.2 - evolution * 2))),
g = math_floor(255 * 1 * math_max(math_abs(0.5 - evolution * 1.5), 1 - evolution * 4)),
b = math_floor(255 * 4 * math_max(0, 0.25 - math_abs(0.5 - evolution)))
}
local frame = player.gui.screen["gui_planet"]
frame["planet_name"].caption = {"chronosphere.gui_planet_0", planet.type.name}
frame["planet_ores"]["iron-ore"].number = planet.type.iron
frame["planet_ores"]["copper-ore"].number = planet.type.copper
frame["planet_ores"]["coal"].number = planet.type.coal
frame["planet_ores"]["stone"].number = planet.type.stone
frame["planet_ores"]["uranium-ore"].number = planet.type.uranium
frame["planet_ores"]["oil"].number = planet.type.oil
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frame["richness"].caption = {"chronosphere.gui_planet_2", planet.ore_richness.name}
frame["planet_biters"].caption = {"chronosphere.gui_planet_3", math_floor(evolution * 1000) / 10}
frame["planet_biters"].style.font_color = evo_color
frame["planet_biters3"].caption = {"chronosphere.gui_planet_4_1", objective.overstaycount * 2.5, objective.overstaycount * 10}
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frame["planet_time"].caption = {"chronosphere.gui_planet_5", planet.day_speed.name}
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if objective.jump_countdown_start_time == -1 then
if objective.chronojumps >= Balance.jumps_until_overstay_is_on(difficulty) then
local time_until_overstay = (objective.chronochargesneeded * 0.75 / objective.passive_chronocharge_rate - objective.passivetimer)
if time_until_overstay < 0 then
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frame["overstay_time"].caption = {"chronosphere.gui_overstayed"}
else
frame["overstay_time"].caption = {"chronosphere.gui_planet_6", math_floor(time_until_overstay / 60), math_floor(time_until_overstay % 60)}
end
else
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frame["overstay_time"].caption = {"chronosphere.gui_planet_7",Balance.jumps_until_overstay_is_on(difficulty)}
end
else
if objective.chronojumps >= Balance.jumps_until_overstay_is_on(difficulty) then
local overstayed = (objective.chronochargesneeded * 0.75 / objective.passive_chronocharge_rate < objective.jump_countdown_start_time)
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if overstayed then
frame["overstay_time"].caption = {"chronosphere.gui_overstayed"}
else
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frame["overstay_time"].caption = {"chronosphere.gui_not_overstayed"}
end
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else
frame["overstay_time"].caption = {"chronosphere.gui_planet_7",Balance.jumps_until_overstay_is_on(difficulty)}
end
end
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end
local function ETA_seconds_until_full(power, storedbattery) -- in watts and joules
local objective = Chrono_table.get_table()
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local n = objective.chronochargesneeded - objective.chronocharges
if n <= 0 then return 0
else
local eta = math_max(0, n - storedbattery/1000000) / (power/1000000 + objective.passive_chronocharge_rate)
if eta < 1 then return 1 end
return math_floor(eta)
end
end
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function Public_gui.update_gui(player)
local objective = Chrono_table.get_table()
local difficulty = Difficulty.get().difficulty_vote_value
local tick = game.tick
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update_planet_gui(player)
update_upgrades_gui(player)
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if not player.gui.top.chronosphere then create_gui(player) end
local gui = player.gui.top.chronosphere
gui.label.caption = {"chronosphere.gui_1"}
gui.jump_number.caption = objective.chronojumps
local interval = objective.chronochargesneeded
gui.progressbar.value = 1 - (objective.chronochargesneeded - objective.chronocharges) / interval
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gui.charger.caption = {"chronosphere.gui_2"}
--[[
if (objective.chronochargesneeded<1000) then
gui.charger_value.caption = objective.chronocharges .. "/" .. objective.chronochargesneeded .. " MJ"
elseif (objective.chronochargesneeded<10000) then
gui.charger_value.caption = math_floor(objective.chronocharges/10)/100 .. " / " .. math_floor(objective.chronochargesneeded/10)/100 .. " GJ"
elseif (objective.chronochargesneeded<1000000) then
gui.charger_value.caption = math_floor(objective.chronocharges/100)/10 .. " / " .. math_floor(objective.chronochargesneeded/100)/10 .. " GJ"
elseif (objective.chronochargesneeded<10000000) then
gui.charger_value.caption = math_floor(objective.chronocharges/10000)/100 .. " / " .. math_floor(objective.chronochargesneeded/10000)/100 .. " TJ"
else
gui.charger_value.caption = math_floor(objective.chronocharges/100000)/10 .. " / " .. math_floor(objective.chronochargesneeded/100000)/10 .. " TJ"
end
]]
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if (objective.chronochargesneeded<100000) then
gui.charger_value.caption = string.format("%.2f", objective.chronocharges/1000) .. " / " .. math_floor(objective.chronochargesneeded)/1000 .. " GJ"
else
gui.charger_value.caption = string.format("%.2f", objective.chronocharges/1000000) .. " / " .. math_floor(objective.chronochargesneeded)/1000000 .. " TJ"
end
if objective.jump_countdown_start_time == -1 then
if tick % 60 == 58 then -- charge history updates
local history = objective.accumulator_energy_history
objective.accumulator_energy_history = {}
local powerobserved,storedbattery,seconds_ETA = 0,0,0
if #history == 2 and history[1] and history[2] then
powerobserved = (history[2] - history[1]) / 54 * 60
storedbattery = history[2]
end
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seconds_ETA = ETA_seconds_until_full(powerobserved, storedbattery)
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gui.timer.caption = {"chronosphere.gui_3"}
gui.timer_value.caption = math_floor(seconds_ETA / 60) .. "m" .. seconds_ETA % 60 .. "s"
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if objective.planet[1].type.id == 19 and objective.passivetimer > 31 then
local nukecase = objective.dangertimer
gui.timer2.caption = {"chronosphere.gui_3_2"}
gui.timer_value2.caption = math_floor(nukecase / 60) .. "m" .. nukecase % 60 .. "s"
gui.timer2.style.font_color = {r=0.98, g=0, b=0}
gui.timer_value2.style.font_color = {r=0.98, g=0, b=0}
else
local bestcase = 0
if objective.accumulators then bestcase = math_floor(ETA_seconds_until_full(#objective.accumulators * 300000, storedbattery))
gui.timer2.caption = {"chronosphere.gui_3_1"}
gui.timer_value2.caption = math_floor(bestcase / 60) .. "m" .. bestcase % 60 .. "s (drawing " .. #objective.accumulators * 0.3 .. "MW)"
gui.timer2.style.font_color = {r = 0, g = 200, b = 0}
gui.timer_value2.style.font_color = {r = 0, g = 200, b = 0}
end
end
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end
if objective.chronojumps >= Balance.jumps_until_overstay_is_on(difficulty) then
local time_until_overstay = (objective.chronochargesneeded * 0.75 / objective.passive_chronocharge_rate - objective.passivetimer)
local time_until_evo = (objective.chronochargesneeded * 0.5 / objective.passive_chronocharge_rate - objective.passivetimer)
local first_part = "Biters permanently evolve in: " .. math_floor(time_until_overstay/60) .. "m" .. math_floor(time_until_overstay) % 60 .. "s"
if time_until_overstay < 0 then
first_part = "Biters permanently evolve in: " .. math_floor(time_until_overstay/60) .. "m" .. 59 - (math_floor(time_until_overstay) % 60) .. "s"
end
local second_part = "Evolution ramps up on this planet in: " .. math_floor(time_until_evo/60) .. "m" .. math_floor(time_until_evo) % 60 .. "s"
if time_until_evo < 0 then
second_part = "Evolution ramps up on this planet in: " .. math_floor(time_until_evo/60) .. "m" .. 59 - (math_floor(time_until_evo) % 60) .. "s"
end
gui.timer_value.tooltip = first_part .. "\n" .. second_part
else
gui.timer_value.tooltip = ""
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end
else
gui.timer.caption = {"chronosphere.gui_3_3"}
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gui.timer_value.caption = 180 - (objective.passivetimer - objective.jump_countdown_start_time) .. "s"
gui.timer.tooltip = ""
gui.timer_value.tooltip = ""
gui.timer2.caption = ""
gui.timer_value2.caption = ""
end
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gui.planet_button.caption = {"chronosphere.gui_planet_button"}
gui.upgrades_button.caption = {"chronosphere.gui_upgrades_button"}
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end
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local function upgrades_gui(player)
if player.gui.screen["gui_upgrades"] then player.gui.screen["gui_upgrades"].destroy() return end
local objective = Chrono_table.get_table()
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local costs = {}
local upgrades = Upgrades.upgrades()
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local frame = player.gui.screen.add{type = "frame", name = "gui_upgrades", caption = "ChronoTrain Upgrades", direction = "vertical"}
frame.location = {x = 350, y = 45}
frame.style.minimal_height = 300
frame.style.maximal_height = 900
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frame.style.minimal_width = 330
frame.style.maximal_width = 630
frame.add({type = "label", caption = {"chronosphere.gui_upgrades_1"}})
frame.add({type = "label", caption = {"chronosphere.gui_upgrades_2"}})
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frame.add({type = "switch", name = "quest_switch", switch_state = "left", allow_none_state = false, left_label_caption = {"chronosphere.gui_upgrades_switch_left"}, right_label_caption = {"chronosphere.gui_upgrades_switch_right"}})
for i = 1, #upgrades, 1 do
local upg_table = frame.add({type = "table", name = "upgrades_table" .. i, column_count = 10})
upg_table.add({type = "sprite-button", name = "upgrade" .. i, enabled = false, sprite = upgrades[i].sprite, number = objective.upgrades[i], tooltip = upgrades[i].tooltip})
local name = upg_table.add({type = "label", name ="upgrade_label" .. i, caption = upgrades[i].name, tooltip = upgrades[i].tooltip})
name.style.width = 200
local maxed = upg_table.add({type = "sprite-button", name = "maxed" .. i, enabled = false, sprite = "virtual-signal/signal-check", tooltip = "Upgrade maxed!", visible = false})
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local jumps = upg_table.add({type = "sprite-button", name = "jump_req" .. i, enabled = false, sprite = "virtual-signal/signal-J", number = upgrades[i].jump_limit, tooltip = {"chronosphere.gui_upgrades_jumps"}, visible = true})
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for index,item in pairs(upgrades[i].cost) do
costs[index] = upg_table.add({type = "sprite-button", name = index .. "-" .. i, number = item.count, sprite = item.sprite, enabled = false, tooltip = {item.tt .. "." .. item.name}, visible = true})
end
if objective.upgrades[i] == upgrades[i].max_level then
maxed.visible = true
jumps.visible = false
for index,_ in pairs(upgrades[i].cost) do
costs[index].visible = false
end
else
maxed.visible = false
jumps.visible = true
for index,_ in pairs(upgrades[i].cost) do
costs[index].visible = true
end
end
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if upgrades[i].quest then upg_table.visible = false end
end
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frame.add({type = "button", name = "close_upgrades", caption = "Close"})
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return costs
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end
function Public_gui.on_gui_click(event)
if not event then return end
if not event.element then return end
if not event.element.valid then return end
local player = game.players[event.element.player_index]
if event.element.name == "upgrades_button" then
upgrades_gui(player)
return
elseif event.element.name == "planet_button" then
planet_gui(player)
return
end
if event.element.type ~= "button" and event.element.type ~= "sprite-button" then return end
local name = event.element.name
if name == "close_upgrades" then upgrades_gui(player) return end
if name == "close_planet" then planet_gui(player) return end
end
return Public_gui