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ComfyFactorio/maps/chronosphere/gui.lua

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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"
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local Production = require 'maps.chronosphere.production_list'
local Balance = require "maps.chronosphere.balance"
local Difficulty = require 'modules.difficulty_vote'
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local Minimap = require "maps.chronosphere.minimap"
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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})
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progressbar.style = 'achievement_progressbar'
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progressbar.style.minimal_width = 96
progressbar.style.maximal_width = 96
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progressbar.style.top_padding = 1
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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 = "world_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 switch_upgrades(player, button)
local playertable = Chrono_table.get_player_table()
if not button then button = 1 end
playertable.active_upgrades_gui[player.index] = button
local upgrades = Upgrades.upgrades()
if not player.gui.screen["gui_upgrades"] then return end
local frame = player.gui.screen["gui_upgrades"]
local t2 = frame["production_table"]
if button == 4 then
t2.visible = true
for i = 1, #upgrades, 1 do
frame["upgrades_table" .. i].visible = false
end
else
t2.visible = false
for i = 1, #upgrades, 1 do
local t = frame["upgrades_table" .. i]
if button == 1 then
if upgrades[i].type =="train" and upgrades[i].enabled then
t.visible = true
else
t.visible = false
end
elseif button == 2 then
if upgrades[i].type =="player" and upgrades[i].enabled then
t.visible = true
else
t.visible = false
end
elseif button == 3 then
if upgrades[i].type =="quest" and upgrades[i].enabled then
t.visible = true
else
t.visible = false
end
end
end
end
end
local function calculate_xp(key)
local production_table = Chrono_table.get_production_table()
local level = math.floor((production_table.experience[key] / 1000)^(1 / 2))
return (production_table.experience[key] / 1000)^(1 / 2) - level
end
local function update_upgrades_gui(player)
local objective = Chrono_table.get_table()
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local playertable = Chrono_table.get_player_table()
local production_table = Chrono_table.get_production_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 tokens = frame["tokens"]
for token, value in pairs(objective.research_tokens) do
tokens["token_" .. token].number = value
end
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
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for index,_ in pairs(upgrades[i].virtual_cost) do
t[index .. "-v" .. i].visible = false
end
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
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for index,item in pairs(upgrades[i].virtual_cost) do
t[index .. "-v" .. i].visible = true
t[index .. "-v" .. i].number = item.count
end
for index,item in pairs(upgrades[i].cost) do
t[index .. "-" .. i].visible = true
t[index .. "-" .. i].number = item.count
end
end
end
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local t2 = frame["production_table"]
for key, product in pairs(Production) do
t2["product" .. key].number = math.floor((production_table.experience[key] / 1000)^(1 / 2))
t2["product_bar" .. key].value = calculate_xp(key)
t2["product_bar" .. key].tooltip = math.floor(calculate_xp(key) * 1000) / 10 .. "%"
end
switch_upgrades(player, playertable.active_upgrades_gui[player.index])
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end
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local function world_gui(player)
local objective = Chrono_table.get_table()
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if player.gui.screen["gui_world"] then player.gui.screen["gui_world"].destroy() return end
local world = objective.world
local evolution = game.forces["enemy"].evolution_factor
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local frame = player.gui.screen.add{type = "frame", name = "gui_world", caption = {"chronosphere.gui_world_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 = {}
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l[1] = frame.add({type = "label", name = "world_name", caption = {"chronosphere.gui_world_0", world.variant.name}})
l[2] = frame.add({type = "label", caption = {"chronosphere.gui_world_1"}})
local table0 = frame.add({type = "table", name = "world_ores", column_count = 3})
table0.add({type = "sprite-button", name = "iron-ore", sprite = "item/iron-ore", enabled = false, number = world.variant.fe})
table0.add({type = "sprite-button", name = "copper-ore", sprite = "item/copper-ore", enabled = false, number = world.variant.cu})
table0.add({type = "sprite-button", name = "coal", sprite = "item/coal", enabled = false, number = world.variant.c})
table0.add({type = "sprite-button", name = "stone", sprite = "item/stone", enabled = false, number = world.variant.s})
table0.add({type = "sprite-button", name = "uranium-ore", sprite = "item/uranium-ore", enabled = false, number = world.variant.u})
table0.add({type = "sprite-button", name = "oil", sprite = "fluid/crude-oil", enabled = false, number = world.variant.o})
l[3] = frame.add({type = "label", name = "richness", caption = {"chronosphere.gui_world_2", world.ores.name}})
frame.add({type = "label", name = "world_time", caption = {"chronosphere.gui_world_5", world.dayspeed.name}})
frame.add({type = "line"})
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frame.add({type = "label", name = "world_biters", caption = {"chronosphere.gui_world_3", math_floor(evolution * 100, 1)}})
frame.add({type = "label", name = "world_biters2", caption = {"chronosphere.gui_world_4"}})
frame.add({type = "label", name = "world_biters3", caption = {"chronosphere.gui_world_4_1", objective.overstaycount * 2.5, objective.overstaycount * 10}})
frame.add({type = "line"})
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frame.add({type = "label", name = "overstay_time", caption = {"chronosphere.gui_world_7", "",""}})
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frame.add({type = "line"})
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local close = frame.add({type = "button", name = "close_world", caption = "Close"})
close.style.horizontal_align = "center"
end
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local function update_world_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_world"] then return end
local world = objective.world
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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)))
}
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local frame = player.gui.screen["gui_world"]
frame["world_name"].caption = {"chronosphere.gui_world_0", world.variant.name}
frame["world_ores"]["iron-ore"].number = world.variant.fe
frame["world_ores"]["copper-ore"].number = world.variant.cu
frame["world_ores"]["coal"].number = world.variant.c
frame["world_ores"]["stone"].number = world.variant.s
frame["world_ores"]["uranium-ore"].number = world.variant.u
frame["world_ores"]["oil"].number = world.variant.o
frame["richness"].caption = {"chronosphere.gui_world_2", world.ores.name}
frame["world_biters"].caption = {"chronosphere.gui_world_3", math_floor(evolution * 100, 1)}
frame["world_biters"].style.font_color = evo_color
frame["world_biters3"].caption = {"chronosphere.gui_world_4_1", objective.overstaycount * 2.5, objective.overstaycount * 10}
frame["world_time"].caption = {"chronosphere.gui_world_5", world.dayspeed.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
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frame["overstay_time"].caption = {"chronosphere.gui_world_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_world_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
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frame["overstay_time"].caption = {"chronosphere.gui_world_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_world_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
gui.charger.caption = {"chronosphere.gui_2"}
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
local interval = objective.chronochargesneeded
gui.progressbar.value = 1 - (objective.chronochargesneeded - objective.chronocharges) / interval
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--[[
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.jump_countdown_start_time == -1 then
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local powerobserved,storedbattery,seconds_ETA = 0,0,0
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"
gui.timer_value.style.font_color = {r = 0, g = 0.98, b = 0}
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if objective.world.id == 2 and objective.world.variant.id == 2 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
--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)
if time_until_evo <= seconds_ETA then
gui.timer_value.style.font_color = {r = 0.98, g = 0.5, b = 0}
end
if time_until_overstay <= seconds_ETA then
gui.timer_value.style.font_color = {r = 0.98, g = 0, b = 0}
end
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local evo_timer = {math_floor(time_until_overstay/60), math_floor(time_until_overstay) % 60, math_floor(time_until_evo/60), math_floor(time_until_evo) % 60}
if time_until_overstay < 0 then
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evo_timer[2] = 59 - evo_timer[2]
end
if time_until_evo < 0 then
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evo_timer[4] = 59 - evo_timer[4]
end
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gui.timer_value.tooltip = {"chronosphere.gui_biters_evolve", evo_timer[1], evo_timer[2], evo_timer[3], evo_timer[4]}
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.world_button.caption = {"chronosphere.gui_world_button"}
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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 playertable = Chrono_table.get_player_table()
local production_table = Chrono_table.get_production_table()
local v_costs = {}
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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 = "label", caption = {"chronosphere.gui_upgrades_3"}})
local switches = frame.add({type = "table", name = "upgrades_switch", column_count = 4})
switches.add({type = "button", caption = {"chronosphere.gui_upgrades_switch1"}, name = "upgrade_switch1", tooltip = {"chronosphere.gui_upgrades_switch_tt1"}})
switches.add({type = "button", caption = {"chronosphere.gui_upgrades_switch2"}, name = "upgrade_switch2", tooltip = {"chronosphere.gui_upgrades_switch_tt2"}})
switches.add({type = "button", caption = {"chronosphere.gui_upgrades_switch3"}, name = "upgrade_switch3", tooltip = {"chronosphere.gui_upgrades_switch_tt3"}})
switches.add({type = "button", caption = {"chronosphere.gui_upgrades_switch4"}, name = "upgrade_switch4", tooltip = {"chronosphere.gui_upgrades_switch_tt4"}})
local tokens = frame.add({type = "table", name = "tokens", column_count = 6})
tokens.add({type = "label", caption = {"chronosphere.gui_tokens"}})
for token, value in pairs(objective.research_tokens) do
tokens.add({type = "sprite-button", name = "token_" .. token, enabled = Upgrades.tokens[token].enabled, sprite = Upgrades.tokens[token].sprite, number = value, tooltip = Upgrades.tokens[token].tooltip })
end
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].virtual_cost) do
v_costs[index] = upg_table.add({type = "sprite-button", name = index .. "-v" .. i, number = item.count, sprite = item.sprite, enabled = false, tooltip = {item.tt .. "." .. item.name}, visible = true})
end
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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
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for index,_ in pairs(upgrades[i].virtual_cost) do
v_costs[index].visible = false
end
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
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for index,_ in pairs(upgrades[i].virtual_cost) do
v_costs[index].visible = true
end
end
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--if upgrades[i].type == "quest" then upg_table.visible = false end
end
local prod_table = frame.add({type = "table", name = "production_table", column_count = 4})
for key, product in pairs(Production) do
local recipe = Production[key].recipe_override or Production[key].name
prod_table.add({type = "sprite-button", name = "product" .. key, enabled = false, sprite = "recipe/" .. recipe, number = math.floor((production_table.experience[key] / 1000)^(1 / 2))})
local xp_bar = prod_table.add({type = "progressbar", name = "product_bar" .. key, value = calculate_xp(key)})
xp_bar.style = 'achievement_progressbar'
end
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switch_upgrades(player, playertable.active_upgrades_gui[player.index])
frame.add({type = "line", direction = "horizontal"})
local close = frame.add({type = "button", name = "close_upgrades", caption = "Close"})
close.style.horizontally_stretchable = true
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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
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elseif event.element.name == "world_button" then
world_gui(player)
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return
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elseif event.element.name == "minimap_button" then
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Minimap.minimap(player, false)
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elseif event.element.name =="icw_map" or event.element.name == "icw_map_frame" then
Minimap.toggle_minimap(event)
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elseif event.element.name == "switch_auto_map" then
Minimap.toggle_auto(player)
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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
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if name == "close_world" then world_gui(player) return end
if name == "upgrade_switch1" then switch_upgrades(player, 1) return end
if name == "upgrade_switch2" then switch_upgrades(player, 2) return end
if name == "upgrade_switch3" then switch_upgrades(player, 3) return end
if name == "upgrade_switch4" then switch_upgrades(player, 4) return end
if name == "token_ammo" then Upgrades.add_ammo_tokens(player) return end
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end
return Public_gui