1
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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00
This commit is contained in:
Gerkiz 2020-08-31 20:37:27 +02:00
parent c9898b2ee9
commit 7a07ac5cae
8 changed files with 154 additions and 252 deletions

View File

@ -296,7 +296,7 @@ local function angry_tree(entity, cause)
if random(1, 8) == 1 then
hidden_worm(entity)
end
if random(1, 16) ~= 1 then
if random(1, 32) ~= 1 then
return
end
local position = false
@ -809,12 +809,7 @@ function Public.loco_died()
return
end
-- raise_event(
-- HD.events.reset_game,
-- {
-- surface = surface
-- }
-- )
this.locomotive_health = 0
this.locomotive.color = {0.49, 0, 255, 1}
rendering.set_text(this.health_text, 'HP: ' .. this.locomotive_health .. ' / ' .. this.locomotive_max_health)

View File

@ -14,7 +14,6 @@ require 'modules.biters_yield_coins'
require 'modules.wave_defense.main'
require 'modules.mineable_wreckage_yields_scrap'
require 'modules.charging_station'
require 'modules.admins_operate_biters'
local IC = require 'maps.mountain_fortress_v3.ic.table'
local Autostash = require 'modules.autostash'
@ -95,24 +94,6 @@ local init_new_force = function()
enemy.set_friend('protectors', true)
end
local collapse_kill = {
entities = {
['laser-turret'] = true,
['flamethrower-turret'] = true,
['gun-turret'] = true,
['artillery-turret'] = true,
['landmine'] = true,
['locomotive'] = true,
['cargo-wagon'] = true,
['car'] = true,
['tank'] = true,
['assembling-machine'] = true,
['furnace'] = true,
['steel-chest'] = true
},
enabled = true
}
local disable_tech = function()
game.forces.player.technologies['landfill'].enabled = false
game.forces.player.technologies['spidertron'].enabled = false
@ -344,8 +325,7 @@ function Public.reset_map()
game.map_settings.path_finder.max_work_done_per_tick = 4000
Diff.gui_width = 20
Collapse.set_kill_entities(false)
Collapse.set_kill_specific_entities(collapse_kill)
Collapse.set_kill_entities(true)
Collapse.set_speed(8)
Collapse.set_amount(1)
Collapse.set_max_line_size(Terrain.level_width)
@ -383,18 +363,10 @@ function Public.reset_map()
game.forces.player.set_spawn_position({-27, 25}, surface)
Task.start_queue()
Task.set_queue_speed(32)
Task.set_queue_speed(16)
this.chunk_load_tick = game.tick + 1200
this.game_lost = false
--HD.enable_auto_init = false
--local pos = {x = this.icw_area.x, y = this.icw_area.y}
--HD.init({position = pos, hd_surface = tostring(this.icw_locomotive.surface.name)})
--raise_event(HD.events.reset_game, {})
end
local on_player_changed_position = function(event)
@ -418,18 +390,20 @@ local on_player_changed_position = function(event)
local p = {x = player.position.x, y = player.position.y}
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == 'lab-dark-2' then
if random(1, 2) == 1 then
local config_tile = WPT.get('void_or_tile')
if config_tile == 'lab-dark-2' then
if get_tile.valid and get_tile.name == 'lab-dark-2' then
if random(1, 2) == 1 then
show_text('This path is not for players!', p, {r = 0.98, g = 0.66, b = 0.22}, surface)
end
player.surface.create_entity({name = 'fire-flame', position = player.position})
player.character.health = player.character.health - tile_damage
if player.character.health == 0 then
player.character.die()
local message = player.name .. ' ' .. death_messages[random(1, #death_messages)]
game.print(message, {r = 0.98, g = 0.66, b = 0.22})
if random(1, 2) == 1 then
show_text('This path is not for players!', p, {r = 0.98, g = 0.66, b = 0.22}, surface)
end
player.surface.create_entity({name = 'fire-flame', position = player.position})
player.character.health = player.character.health - tile_damage
if player.character.health == 0 then
player.character.die()
local message = player.name .. ' ' .. death_messages[random(1, #death_messages)]
game.print(message, {r = 0.98, g = 0.66, b = 0.22})
end
end
end
end
@ -628,7 +602,7 @@ local on_research_finished = function(event)
if not force_name then
return
end
this.flamethrower_damage[force_name] = -0.65
this.flamethrower_damage[force_name] = -0.85
if research.name == 'military' then
game.forces[force_name].set_turret_attack_modifier('flamethrower-turret', this.flamethrower_damage[force_name])
game.forces[force_name].set_ammo_damage_modifier('flamethrower', this.flamethrower_damage[force_name])
@ -747,7 +721,6 @@ local boost_difficulty = function()
WPT.set().bonus_xp_on_join = 700
WD.set().next_wave = game.tick + 3600 * 20
WPT.set().spidertron_unlocked_at_wave = 11
WPT.set().math_difficulty = 4096
WPT.set().difficulty_set = true
elseif name == 'Normal' then
rpg_extra.difficulty = 0.5
@ -763,7 +736,6 @@ local boost_difficulty = function()
WPT.set().bonus_xp_on_join = 300
WD.set().next_wave = game.tick + 3600 * 15
WPT.set().spidertron_unlocked_at_wave = 16
WPT.set().math_difficulty = 3072
WPT.set().difficulty_set = true
elseif name == 'Hard' then
rpg_extra.difficulty = 0
@ -779,7 +751,6 @@ local boost_difficulty = function()
WPT.set().bonus_xp_on_join = 50
WD.set().next_wave = game.tick + 3600 * 10
WPT.set().spidertron_unlocked_at_wave = 21
WPT.set().math_difficulty = 2048
WPT.set().difficulty_set = true
elseif name == 'Insane' then
rpg_extra.difficulty = 0
@ -795,7 +766,6 @@ local boost_difficulty = function()
WPT.set().bonus_xp_on_join = 0
WD.set().next_wave = game.tick + 3600 * 5
WPT.set().spidertron_unlocked_at_wave = 26
WPT.set().math_difficulty = 1024
WPT.set().difficulty_set = true
end
end
@ -805,7 +775,7 @@ local chunk_load = function()
if chunk_load_tick then
if chunk_load_tick < game.tick then
WPT.get().chunk_load_tick = nil
Task.set_queue_speed(4)
Task.set_queue_speed(3)
end
end
end
@ -875,10 +845,13 @@ local on_tick = function()
boost_difficulty()
collapse_after_wave_100()
Entities.set_scores()
local collapse_pos = Collapse.get_position()
local position = surface.find_non_colliding_position('rocket-silo', collapse_pos, 128, 1)
if position then
WD.set_spawn_position(position)
local spawn_near_collapse = WPT.get('spawn_near_collapse')
if spawn_near_collapse then
local collapse_pos = Collapse.get_position()
local position = surface.find_non_colliding_position('rocket-silo', collapse_pos, 128, 1)
if position then
WD.set_spawn_position(position)
end
end
end
end
@ -953,12 +926,11 @@ local on_init = function()
['mewmew'] = true,
['Gerkiz'] = true
}
global.biter_command.enabled = false
end
global.biter_command.enabled = false
end
Event.on_nth_tick(10, on_tick)
Event.on_nth_tick(15, on_tick)
Event.on_init(on_init)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_player_left_game, on_player_left_game)

View File

@ -5,11 +5,6 @@ local Event = require 'utils.event'
local this = {
players = {},
offline_players = {},
--[[ hidden_dimension = {
logistic_research_level = 0,
reset_counter = 1
},
]]
breached_wall = 1,
traps = {}
}
@ -101,7 +96,7 @@ function Public.reset_table()
this.explosive_bullets = false
this.locomotive_biter = nil
this.disconnect_wagon = false
this.math_difficulty = 9999
this.spawn_near_collapse = false
this.spidertron_unlocked_at_wave = 11
-- this.void_or_tile = 'lab-dark-2'
this.void_or_tile = 'out-of-map'

View File

@ -47,12 +47,6 @@ local tree_raffle = {
}
local size_of_tree_raffle = #tree_raffle
local spawner = {
'biter-spawner',
'spitter-spawner'
}
local size_of_spawner = #spawner
local scrap_entities = {
'crash-site-assembling-machine-1-broken',
'crash-site-assembling-machine-2-broken',
@ -440,17 +434,6 @@ local function process_level_14_position(x, y, data)
return
end
local value = WPT.get('math_difficulty')
if random(1, value) == 1 then
entities[#entities + 1] = {
name = spawner[random(1, size_of_spawner)],
position = p,
force = 'protectors'
}
return
end
if small_caves > -0.41 and small_caves < 0.41 then
if noise_cave_ponds > 0.35 then
local success = place_wagon(data)
@ -511,17 +494,6 @@ local function process_level_13_position(x, y, data)
return
end
local value = WPT.get('math_difficulty')
if random(1, value) == 1 then
entities[#entities + 1] = {
name = spawner[random(1, size_of_spawner)],
position = p,
force = 'protectors'
}
return
end
if small_caves < -0.35 or small_caves > 0.35 then
tiles[#tiles + 1] = {name = 'deepwater-green', position = p}
if random(1, 128) == 1 then
@ -601,17 +573,6 @@ local function process_level_12_position(x, y, data, void_or_lab)
return
end
local value = WPT.get('math_difficulty')
if random(1, value) == 1 then
entities[#entities + 1] = {
name = spawner[random(1, size_of_spawner)],
position = p,
force = 'protectors'
}
return
end
if noise_1 < -0.72 then
local success = place_wagon(data)
if success then
@ -698,17 +659,6 @@ local function process_level_11_position(x, y, data)
return
end
local value = WPT.get('math_difficulty')
if random(1, value) == 1 then
entities[#entities + 1] = {
name = spawner[random(1, size_of_spawner)],
position = p,
force = 'protectors'
}
return
end
if noise_1 > -0.30 and noise_1 < 0.30 then
if noise_1 > -0.14 and noise_1 < 0.14 then
tiles[#tiles + 1] = {name = 'dirt-7', position = p}
@ -794,18 +744,6 @@ local function process_level_10_position(x, y, data)
tiles[#tiles + 1] = {name = 'water-green', position = p}
return
end
local value = WPT.get('math_difficulty')
if random(1, value) == 1 then
entities[#entities + 1] = {
name = spawner[random(1, size_of_spawner)],
position = p,
force = 'protectors'
}
return
end
--Resource Spots
if smol_areas < -0.72 then
if random(1, 8) == 1 then
@ -1216,17 +1154,6 @@ local function process_level_6_position(x, y, data, void_or_lab)
return
end
local value = WPT.get('math_difficulty')
if random(1, value) == 1 then
entities[#entities + 1] = {
name = spawner[random(1, size_of_spawner)],
position = p,
force = 'protectors'
}
return
end
--Resource Spots
if smol_areas < -0.72 then
if random(1, 8) == 1 then
@ -1702,17 +1629,6 @@ local function process_level_2_position(x, y, data, void_or_lab)
return
end
local value = WPT.get('math_difficulty')
if random(1, value) == 1 then
entities[#entities + 1] = {
name = spawner[random(1, size_of_spawner)],
position = p,
force = 'protectors'
}
return
end
--Market Spots
if noise_cave_ponds < -0.80 then
tiles[#tiles + 1] = {name = 'grass-' .. floor(noise_cave_ponds * 32) % 3 + 1, position = p}
@ -1834,17 +1750,6 @@ local function process_level_1_2_position(x, y, data, void_or_lab)
end
end
local value = WPT.get('math_difficulty')
if random(1, value) == 1 then
entities[#entities + 1] = {
name = spawner[random(1, size_of_spawner)],
position = p,
force = 'protectors'
}
return
end
if noise_cave_ponds > 0.74 then
tiles[#tiles + 1] = {name = 'grass-' .. random(1, 4), position = p}
tiles[#tiles + 1] = {name = 'grass-1', position = p}
@ -2127,9 +2032,9 @@ local function process_level_0_position(x, y, data, void_or_lab)
local markets = data.markets
local treasure = data.treasure
local small_caves = get_noise('dungeons', p, seed + 33322)
local small_caves = get_noise('dungeons', p, seed + 24244)
local noise_cave_ponds = get_noise('cave_ponds', p, seed)
local smol_areas = get_noise('smol_areas', p, seed + 33333)
local smol_areas = get_noise('smol_areas', p, seed + 23444)
--Resource Spots
if smol_areas < -0.71 then
@ -2139,7 +2044,7 @@ local function process_level_0_position(x, y, data, void_or_lab)
end
--Chasms
if noise_cave_ponds < 0.101 and noise_cave_ponds > -0.102 then
if noise_cave_ponds < 0.099 and noise_cave_ponds > -0.102 then
if small_caves > 0.52 then
tiles[#tiles + 1] = {name = void_or_lab, position = p}
return
@ -2151,7 +2056,7 @@ local function process_level_0_position(x, y, data, void_or_lab)
end
--Water Ponds
if noise_cave_ponds > 0.790 then
if noise_cave_ponds > 0.770 then
tiles[#tiles + 1] = {name = 'deepwater', position = p}
if random(1, 16) == 1 then
entities[#entities + 1] = {name = 'fish', position = p}
@ -2161,7 +2066,7 @@ local function process_level_0_position(x, y, data, void_or_lab)
--Rivers
local cave_rivers = get_noise('cave_rivers', p, seed + 200000)
if cave_rivers < 0.041 and cave_rivers > -0.042 then
if cave_rivers < 0.031 and cave_rivers > -0.032 then
if noise_cave_ponds > 0 then
tiles[#tiles + 1] = {name = 'water-shallow', position = p}
if random(1, 64) == 1 then
@ -2171,7 +2076,7 @@ local function process_level_0_position(x, y, data, void_or_lab)
end
end
if noise_cave_ponds > 0.74 then
if noise_cave_ponds > 0.72 then
tiles[#tiles + 1] = {name = 'grass-' .. random(1, 4), position = p}
tiles[#tiles + 1] = {name = 'grass-1', position = p}
if cave_rivers < -0.502 then
@ -2184,7 +2089,7 @@ local function process_level_0_position(x, y, data, void_or_lab)
end
--Market Spots
if noise_cave_ponds < -0.74 then
if noise_cave_ponds < -0.72 then
tiles[#tiles + 1] = {name = 'grass-' .. floor(noise_cave_ponds * 32) % 3 + 1, position = p}
if random(1, 32) == 1 then
markets[#markets + 1] = p
@ -2195,7 +2100,7 @@ local function process_level_0_position(x, y, data, void_or_lab)
return
end
local no_rocks = get_noise('no_rocks', p, seed + 30000)
local no_rocks = get_noise('no_rocks', p, seed + 35000)
--Worm oil Zones
if p.y < -64 + noise_cave_ponds * 10 then
if no_rocks < 0.11 and no_rocks > -0.11 then
@ -2244,30 +2149,6 @@ local function process_level_0_position(x, y, data, void_or_lab)
if random(1, 2048) == 1 then
treasure[#treasure + 1] = {position = p, chest = 'iron-chest'}
end
local random_tiles = get_noise('forest_location', p, seed)
if random_tiles > 0.095 then
if random_tiles > 0.6 then
if random(1, 100) > 42 then
tiles[#tiles + 1] = {name = 'red-desert-0', position = p}
end
else
if random(1, 100) > 42 then
tiles[#tiles + 1] = {name = 'red-desert-1', position = p}
end
end
end
if random_tiles < -0.095 then
if random_tiles < -0.6 then
if random(1, 100) > 42 then
tiles[#tiles + 1] = {name = 'red-desert-2', position = p}
end
else
if random(1, 100) > 42 then
tiles[#tiles + 1] = {name = 'red-desert-3', position = p}
end
end
end
if random(1, 100) > 25 then
entities[#entities + 1] = {name = rock_raffle[random(1, size_of_rock_raffle)], position = p}
end

View File

@ -106,19 +106,6 @@ local function progress()
if not tile.valid then
return
end
if collapse.specific_entities.enabled then
local position = {tile.position.x + 0.5, tile.position.y + 0.5}
local entities = collapse.specific_entities.entities
for _, e in pairs(
surface.find_entities_filtered(
{area = {{position[1] - 2, position[2] - 2}, {position[1] + 2, position[2] + 2}}}
)
) do
if entities[e.name] and e.valid and e.health then
e.die()
end
end
end
if collapse.kill then
local position = {tile.position.x + 0.5, tile.position.y + 0.5}
for _, e in pairs(
@ -128,6 +115,8 @@ local function progress()
) do
if e.valid and e.health then
e.die()
elseif e.valid then
e.destroy()
end
end
end
@ -243,23 +232,12 @@ function Public.set_kill_entities(a)
collapse.kill = a
end
function Public.set_kill_specific_entities(tbl)
if tbl then
collapse.specific_entities = tbl
else
collapse.specific_entities = {
enabled = false
}
end
end
local function on_init()
Public.set_surface(game.surfaces.nauvis)
Public.set_position({0, 32})
Public.set_max_line_size(256)
Public.set_direction('north')
Public.set_kill_entities(true)
Public.set_kill_specific_entities()
collapse.tiles = nil
collapse.speed = 1
collapse.amount = 8

View File

@ -2,8 +2,6 @@ local Event = require 'utils.event'
local Global = require 'utils.global'
local Color = require 'utils.color_presets'
local Gui = require 'utils.gui'
local m_gui = require 'mod-gui'
local mod = m_gui.get_button_flow
local this = {
inf_chests = {},
@ -13,7 +11,9 @@ local this = {
viewing_player = {},
editor = {},
ores_only = false,
allow_barrels = true
allow_barrels = true,
total_slots = {},
stack_size = {}
}
local ore_names = {
@ -26,8 +26,10 @@ local ore_names = {
}
local format = string.format
local size = 35
local main_button_name = Gui.uid_name()
local main_frame_name = Gui.uid_name()
local stack_slider_name = Gui.uid_name()
local Public = {}
@ -48,6 +50,7 @@ local function clear_gui(player)
return
end
if data.frame and data.frame.valid then
Gui.remove_data_recursively(data.frame)
data.frame.destroy()
end
this.inf_gui[player.index] = nil
@ -57,13 +60,12 @@ local function clear_gui(player)
end
local function create_button(player)
mod(player).add(
player.gui.top.add(
{
type = 'sprite-button',
sprite = 'item/logistic-chest-requester',
name = main_button_name,
tooltip = 'Portable inventory stash!',
style = m_gui.button_style
tooltip = 'Portable inventory stash!'
}
)
end
@ -88,7 +90,14 @@ local function validate_player(player)
end
local function item(item_name, item_count, player, chest_id)
local item_stack = game.item_prototypes[item_name].stack_size
local stack_size = this.stack_size[player.index]
local item_stack
if stack_size then
item_stack = game.item_prototypes[item_name].stack_size * stack_size
else
item_stack = game.item_prototypes[item_name].stack_size
end
local diff = item_count - item_stack
if not this.inf_storage[chest_id] then
@ -129,6 +138,9 @@ local function update_chest()
end
local inv = chest.get_inventory(defines.inventory.character_main)
if not inv or not inv.valid then
return
end
local content = inv.get_contents()
for item_name, item_count in pairs(content) do
@ -161,6 +173,9 @@ local function draw_main_frame(player, target, chest_id)
name = main_frame_name
}
frame.auto_center = true
local data = {}
local controls = frame.add {type = 'flow', direction = 'horizontal'}
local items = frame.add {type = 'flow', direction = 'vertical'}
@ -168,7 +183,7 @@ local function draw_main_frame(player, target, chest_id)
local btn =
tbl.add {
type = 'sprite-button',
tooltip = '[color=blue]Info![/color]\nYou can easily remove an item by left/right-clicking it.\n\nItems selected in the table below will remove all stacks except one from the player inventory.\nIf the stack-size is bigger in the personal stash than the players inventory stack then the players inventory will automatically refill from the personal stash.\n\n[color=red]Usage[/color]\nPressing the following keys will do the following actions:\nCTRL: Retrieves all stacks from clicked item\nSHIFT:Retrieves a stack from clicked item.',
tooltip = '[color=blue]Info![/color]\nYou can easily remove an item by left/right-clicking it.\n\nItems selected in the table below will remove all stacks except one from the player inventory.\nIf the stack-size is bigger in the personal stash than the players inventory stack then the players inventory will automatically refill from the personal stash.\n\n[color=red]Usage[/color]\nPressing the following keys will do the following actions:\nCTRL: Retrieves all stacks from clicked item\nSHIFT:Retrieves a stack from clicked item.\nStack-Size slider will always ensure that you have <x> amounts of stacks in your inventory.',
sprite = 'utility/questionmark'
}
btn.style.height = 20
@ -176,11 +191,15 @@ local function draw_main_frame(player, target, chest_id)
btn.enabled = false
btn.focus()
if this.ores_only then
this.total_slots[player.index] = 6
end
local amount_and_types
if this.ores_only then
amount_and_types = '6 different ore'
amount_and_types = this.total_slots[player.index] .. ' different ore'
else
amount_and_types = '48 different item'
amount_and_types = this.total_slots[player.index] .. ' different item'
end
local text =
@ -193,6 +212,27 @@ local function draw_main_frame(player, target, chest_id)
}
text.style.single_line = false
local tbl_2 = tbl.add {type = 'table', column_count = 2}
local stack_size = this.stack_size[player.index]
local stack_value = tbl_2.add({type = 'label', caption = 'Stack Size: ' .. stack_size .. ' '})
stack_value.style.font = 'default-bold'
data.stack_value = stack_value
local slider =
tbl_2.add(
{
type = 'slider',
minimum_value = 1,
maximum_value = 10,
name = stack_slider_name,
value = stack_size
}
)
data.slider = slider
slider.style.width = 115
Gui.set_data(slider, data)
tbl.add({type = 'line'})
player.opened = frame
@ -257,26 +297,21 @@ local function update_gui()
name = item_name
}
btn.enabled = true
btn.style.height = size
btn.style.width = size
btn.focus()
end
if this.ores_only then
while total < 6 do
local btns = tbl.add {type = 'choose-elem-button', style = 'slot_button', elem_type = 'item'}
btns.enabled = true
if this.viewing_player[player.index] then
btns.enabled = false
end
total = total + 1
end
else
while total < 48 do
local btns = tbl.add {type = 'choose-elem-button', style = 'slot_button', elem_type = 'item'}
btns.enabled = true
if this.viewing_player[player.index] then
btns.enabled = false
end
total = total + 1
while total < this.total_slots[player.index] do
local btns = tbl.add {type = 'choose-elem-button', style = 'slot_button', elem_type = 'item'}
btns.enabled = true
btns.style.height = size
btns.style.width = size
btns.focus()
if this.viewing_player[player.index] then
btns.enabled = false
end
total = total + 1
end
this.inf_gui[player.index].updated = true
@ -443,7 +478,6 @@ local function on_gui_elem_changed(event)
end
storage[name] = 0
element.tooltip = 'Right click to remove.'
if this.editor[player.index] then
storage[name] = 5000000
end
@ -467,11 +501,21 @@ local function on_player_joined_game(event)
}
end
if not this.inf_chests[player.index] then
chest_id = this.player_chests[player.index].chest_id
if not this.inf_chests[chest_id] then
this.inf_chests[chest_id] = player
end
if not mod(player)[main_button_name] then
if not this.stack_size[player.index] then
this.stack_size[player.index] = 1
end
if not this.total_slots[player.index] then
this.total_slots[player.index] = 50
end
if not player.gui.top[main_button_name] then
create_button(player)
end
end
@ -504,7 +548,7 @@ end
Gui.on_click(
main_button_name,
function(event)
local player = event.player
local player = game.get_player(event.player_index)
if not player or not player.valid or not player.character then
return
end
@ -519,6 +563,39 @@ Gui.on_click(
end
)
Gui.on_value_changed(
stack_slider_name,
function(event)
local player = game.get_player(event.player_index)
if not player or not player.valid or not player.character then
return
end
local element = event.element
if not element or not element.valid then
return
end
local data = Gui.get_data(element)
local stack_value = data.stack_value
if not stack_value or not stack_value.valid then
return
end
local slider = data.slider
if not slider or not slider.valid then
return
end
local screen = player.gui.screen
local main_frame = screen[main_frame_name]
if main_frame and main_frame.valid then
this.stack_size[player.index] = element.slider_value
stack_value.caption = 'Stack Size: ' .. this.stack_size[player.index] .. ' '
end
end
)
commands.add_command(
'open_stash',
'Opens a players private stash!',
@ -572,7 +649,7 @@ function Public.allow_barrels(value)
return this.allow_barrels
end
Event.on_nth_tick(15, tick)
Event.on_nth_tick(10, tick)
Event.add(defines.events.on_gui_click, gui_click)
Event.add(defines.events.on_gui_closed, gui_closed)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)

View File

@ -18,7 +18,7 @@ local function create_input_element(frame, type, value, items, index)
return frame.add({type = 'checkbox', state = value})
end
if type == 'dropdown' then
return frame.add({type = 'drop-down', name = 'admin_player_select', items = items, selected_index = index})
return frame.add({type = 'drop-down', items = items, selected_index = index})
end
return frame.add({type = 'text-box', text = value})
end
@ -276,7 +276,7 @@ function Public.extra_settings(player)
one_punch_gui_input.enabled = false
one_punch_gui_input.tooltip = 'Enabled globally.'
else
if rpg_t[player.index].level <= 30 then
if rpg_t[player.index].level <= 30 then
one_punch_gui_input.enabled = false
one_punch_gui_input.tooltip = 'Level requirement: 30\nChecked = true\nUnchecked = false'
else

View File

@ -27,6 +27,10 @@ function Gui.uid_name()
return tostring(Token.uid())
end
function Gui.uid()
return Token.uid()
end
-- Associates data with the LuaGuiElement. If data is nil then removes the data
function Gui.set_data(element, value)
local player_index = element.player_index