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Merge pull request #86 from MaemiKozue/master

Biter Battles: Added technology view for spectators
This commit is contained in:
Gerkiz 2019-11-05 17:46:37 +01:00 committed by GitHub
commit 950aa6febe
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3 changed files with 262 additions and 104 deletions

View File

@ -1,7 +1,9 @@
local event = require 'utils.event'
local event = require 'utils.event'
local spy_fish = require "maps.biter_battles_v2.spy_fish"
local feed_the_biters = require "maps.biter_battles_v2.feeding"
require "maps.biter_battles_v2.spec_spy"
local food_names = {
["automation-science-pack"] = true,
["logistic-science-pack"] = true,
@ -15,11 +17,13 @@ local food_names = {
local gui_values = {
["north"] = {force = "north", biter_force = "north_biters", c1 = bb_config.north_side_team_name, c2 = "JOIN ", n1 = "join_north_button",
t1 = "Evolution of the North side biters. Can go beyond 100% for endgame modifiers.",
t2 = "Threat causes biters to attack. Reduces when biters are slain.", color1 = {r = 0.55, g = 0.55, b = 0.99}, color2 = {r = 0.66, g = 0.66, b = 0.99}},
t2 = "Threat causes biters to attack. Reduces when biters are slain.", color1 = {r = 0.55, g = 0.55, b = 0.99}, color2 = {r = 0.66, g = 0.66, b = 0.99},
tech_spy = "spy-north-tech", prod_spy = "spy-north-prod"},
["south"] = {force = "south", biter_force = "south_biters", c1 = bb_config.south_side_team_name, c2 = "JOIN ", n1 = "join_south_button",
t1 = "Evolution of the South side biters. Can go beyond 100% for endgame modifiers.",
t2 = "Threat causes biters to attack. Reduces when biters are slain.", color1 = {r = 0.99, g = 0.33, b = 0.33}, color2 = {r = 0.99, g = 0.44, b = 0.44}}
}
t2 = "Threat causes biters to attack. Reduces when biters are slain.", color1 = {r = 0.99, g = 0.33, b = 0.33}, color2 = {r = 0.99, g = 0.44, b = 0.44},
tech_spy = "spy-south-tech", prod_spy = "spy-south-prod"}
}
local map_gen_messages = {
"Map is still generating, please get comfy.",
@ -30,7 +34,7 @@ local map_gen_messages = {
"Map is still generating, please pet the cat.",
"Map is still generating, time to get a bowl of snacks :3"
}
local function create_sprite_button(player)
if player.gui.top["bb_toggle_button"] then return end
local button = player.gui.top.add({type = "sprite-button", name = "bb_toggle_button", sprite = "entity/big-spitter"})
@ -40,7 +44,7 @@ local function create_sprite_button(player)
button.style.top_padding = 2
button.style.left_padding = 4
button.style.right_padding = 4
button.style.bottom_padding = 2
button.style.bottom_padding = 2
end
local function create_first_join_gui(player)
@ -53,9 +57,9 @@ local function create_first_join_gui(player)
local b = frame.add { type = "label", caption = "Feed the enemy team's biters to gain advantage!" }
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
@ -68,43 +72,65 @@ local function create_first_join_gui(player)
local l = t.add { type = "label", caption = " - "}
local l = t.add { type = "label", caption = #game.forces[gui_value.force].connected_players .. " Players "}
l.style.font_color = { r=0.22, g=0.88, b=0.22}
local c = gui_value.c2
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 }
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
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
end
local function add_tech_button(elem, gui_value)
local tech_button = elem.add {
type = "sprite-button",
name = gui_value.tech_spy,
sprite = "item/space-science-pack"
}
tech_button.style.height = 25
tech_button.style.width = 25
end
local function add_prod_button(elem, gui_value)
local prod_button = elem.add {
type = "sprite-button",
name = gui_value.prod_spy,
sprite = "item/assembling-machine-3"
}
prod_button.style.height = 25
prod_button.style.width = 25
end
local function create_main_gui(player)
local is_spec = player.force.name == "spectator"
if player.gui.left["bb_main_gui"] then player.gui.left["bb_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)
create_first_join_gui(player)
return
end
end
local frame = player.gui.left.add { type = "frame", name = "bb_main_gui", direction = "vertical" }
if player.force.name ~= "spectator" then
-- Science sending GUI
if not is_spec then
frame.add { type = "table", name = "biter_battle_table", column_count = 4 }
local t = frame.biter_battle_table
local foods = {"automation-science-pack","logistic-science-pack","military-science-pack","chemical-science-pack","production-science-pack","utility-science-pack","space-science-pack","raw-fish"}
@ -121,10 +147,21 @@ local function create_main_gui(player)
s.style.bottom_padding = 0
x = x + 1
end
end
for _, gui_value in pairs(gui_values) do
end
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}
@ -133,23 +170,28 @@ local function create_main_gui(player)
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}
if global.bb_view_players[player.name] == true then
local t = frame.add { type = "table", column_count = 4 }
l.style.font_color = { r=0.22, g=0.88, b=0.22}
-- Player list
if global.bb_view_players[player.name] == true then
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
end
local t = frame.add { type = "table", name = "stats_" .. gui_value.force, column_count = 4 }
-- Statistics
local t = frame.add { type = "table", name = "stats_" .. gui_value.force, column_count = 6 }
-- Evolution
local l = t.add { type = "label", caption = "Evo:"}
--l.style.minimal_width = 25
l.tooltip = gui_value.t1
@ -159,31 +201,44 @@ local function create_main_gui(player)
l.style.font_color = gui_value.color2
l.style.font = "default-bold"
l.tooltip = gui_value.t1
-- Threat
local l = t.add {type = "label", caption = "Threat: "}
l.style.minimal_width = 25
l.tooltip = gui_value.t2
local l = t.add {type = "label", name = "threat_" .. gui_value.force, caption = math.floor(global.bb_threat[gui_value.biter_force])}
local l = t.add {type = "label", name = "threat_" .. gui_value.force, caption = math.floor(global.bb_threat[gui_value.biter_force])}
l.style.font_color = gui_value.color2
l.style.font = "default-bold"
l.style.minimal_width = 25
l.style.width = 50
l.tooltip = gui_value.t2
frame.add { type = "label", caption = string.rep("-", 29)}
-- 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 }
if player.force.name == "spectator" then
-- Spectate / Rejoin team
if is_spec then
local b = t.add { type = "sprite-button", name = "bb_leave_spectate", caption = "Join Team" }
else
local b = t.add { type = "sprite-button", name = "bb_spectate", caption = "Spectate" }
end
-- Playerlist button
if global.bb_view_players[player.name] == true then
local b = t.add { type = "sprite-button", name = "bb_hide_players", caption = "Playerlist" }
else
local b = t.add { type = "sprite-button", name = "bb_view_players", caption = "Playerlist" }
end
local b = t.add { type = "sprite-button", name = "bb_view_players", caption = "Playerlist" }
end
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}
@ -192,14 +247,14 @@ local function create_main_gui(player)
b.style.right_padding = 1
b.style.bottom_padding = 1
b.style.maximal_height = 30
b.style.minimal_width = 86
b.style.width = b_width
end
end
local function refresh_gui()
for _, player in pairs(game.connected_players) do
if player.gui.left["bb_main_gui"] then
create_main_gui(player)
create_main_gui(player)
end
end
global.gui_refresh_delay = game.tick + 5
@ -221,14 +276,14 @@ 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
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 = "south"
if force_name == "south" then enemy_team = "north" end
if not global.training_mode and bb_config.team_balancing then
if not forced_join then
if #game.forces[force_name].connected_players > #game.forces[enemy_team].connected_players then
@ -239,7 +294,7 @@ function join_team(player, force_name, forced_join)
end
end
end
if global.chosen_team[player.name] then
if not forced_join then
if game.tick - global.spectator_rejoin_delay[player.name] < 3600 then
@ -251,7 +306,7 @@ function join_team(player, force_name, forced_join)
end
end
local p = surface.find_non_colliding_position("character", game.forces[force_name].get_spawn_position(surface), 8, 0.5)
player.teleport(p, surface)
player.teleport(p, surface)
player.force = game.forces[force_name]
player.character.destructible = true
refresh_gui()
@ -275,7 +330,7 @@ function join_team(player, force_name, forced_join)
i.clear()
player.insert {name = 'pistol', count = 1}
player.insert {name = 'raw-fish', count = 3}
player.insert {name = 'firearm-magazine', count = 32}
player.insert {name = 'firearm-magazine', count = 32}
player.insert {name = 'iron-gear-wheel', count = 8}
player.insert {name = 'iron-plate', count = 16}
global.chosen_team[player.name] = force_name
@ -286,37 +341,37 @@ 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
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", {0,0}, 4, 1))
player.teleport(player.surface.find_non_colliding_position("character", {0,0}, 4, 1))
player.force = game.forces.spectator
player.character.destructible = false
if not forced_join then
game.print(player.name .. " is spectating.", {r = 0.98, g = 0.66, b = 0.22})
end
game.permissions.get_group("spectator").add_player(player)
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
local function join_gui_click(name, player)
local function join_gui_click(name, player)
local team = {
["join_north_button"] = "north",
["join_south_button"] = "south"
}
if not team[name] then return end
-- JOIN PREVENTION IF MAP IS STILL GENERATING
if not global.map_generation_complete then
if not global.map_pregen_message_counter[player.name] then global.map_pregen_message_counter[player.name] = 1 end
player.print(map_gen_messages[global.map_pregen_message_counter[player.name]], {r = 0.98, g = 0.66, b = 0.22})
global.map_pregen_message_counter[player.name] = global.map_pregen_message_counter[player.name] + 1
if global.map_pregen_message_counter[player.name] > #map_gen_messages then global.map_pregen_message_counter[player.name] = 1 end
return
return
end
if global.game_lobby_active then
if player.admin then
join_team(player, team[name])
@ -324,7 +379,7 @@ local function join_gui_click(name, player)
global.game_lobby_active = false
return
end
player.print("Waiting for more players to join the game.", { r=0.98, g=0.66, b=0.22})
player.print("Waiting for more players to join the game.", { r=0.98, g=0.66, b=0.22})
return
end
join_team(player, team[name])
@ -343,16 +398,16 @@ local function on_gui_click(event)
end
return
end
if name == "join_north_button" then join_gui_click(name, player) return end
if name == "join_south_button" then join_gui_click(name, player) return end
if name == "raw-fish" then spy_fish(player) return end
if food_names[name] then feed_the_biters(player, name) return end
if name == "bb_leave_spectate" then join_team(player, global.chosen_team[player.name]) end
if name == "bb_spectate" then
if player.position.y ^ 2 + player.position.x ^ 2 < 12000 then
spectate(player)
@ -367,25 +422,25 @@ local function on_gui_click(event)
create_main_gui(player)
end
if name == "bb_view_players" then
global.bb_view_players[player.name] = true
global.bb_view_players[player.name] = true
create_main_gui(player)
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(36000 / #game.connected_players)
else
global.game_lobby_timeout = 599940
end
--if not global.chosen_team[player.name] then
-- if global.tournament_mode then
-- player.force = game.forces.spectator
@ -393,7 +448,7 @@ local function on_player_joined_game(event)
-- player.force = game.forces.player
-- end
--end
create_sprite_button(player)
create_main_gui(player)
end
@ -401,4 +456,4 @@ end
event.add(defines.events.on_gui_click, on_gui_click)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
return refresh_gui
return refresh_gui

View File

@ -3,17 +3,17 @@
require 'utils.table'
require "on_tick_schedule"
require "maps.biter_battles_v2.config"
require "modules.spawners_contain_biters"
require "modules.spawners_contain_biters"
require "modules.mineable_wreckage_yields_scrap"
local event = require 'utils.event'
local function init_surface()
local function init_surface()
local map_gen_settings = {}
map_gen_settings.water = math.random(30, 40) * 0.01
map_gen_settings.starting_area = 2.5
map_gen_settings.terrain_segmentation = math.random(30, 40) * 0.1
map_gen_settings.cliff_settings = {cliff_elevation_interval = math.random(16, 48), cliff_elevation_0 = math.random(16, 48)}
map_gen_settings.terrain_segmentation = math.random(30, 40) * 0.1
map_gen_settings.cliff_settings = {cliff_elevation_interval = math.random(16, 48), cliff_elevation_0 = math.random(16, 48)}
map_gen_settings.autoplace_controls = {
["coal"] = {frequency = math.random(10, 30) * 0.1, size = math.random(5, 15) * 0.1, richness = math.random(5, 15) * 0.1},
["stone"] = {frequency = math.random(10, 30) * 0.1, size = math.random(5, 15) * 0.1, richness = math.random(5, 15) * 0.1},
@ -22,15 +22,15 @@ local function init_surface()
["uranium-ore"] = {frequency = math.random(10, 20) * 0.1, size = math.random(5, 15) * 0.1, richness = math.random(5, 15) * 0.1},
["crude-oil"] = {frequency = math.random(15, 30) * 0.1, size = math.random(5, 15) * 0.1, richness = math.random(10, 20) * 0.1},
["trees"] = {frequency = math.random(5, 25) * 0.1, size = math.random(5, 15) * 0.1, richness = math.random(3, 10) * 0.1},
["enemy-base"] = {frequency = 256, size = 0.61, richness = 1}
["enemy-base"] = {frequency = 256, size = 0.61, richness = 1}
}
game.create_surface("biter_battles", map_gen_settings)
game.map_settings.enemy_evolution.time_factor = 0
game.map_settings.enemy_evolution.destroy_factor = 0
game.map_settings.enemy_evolution.pollution_factor = 0
game.map_settings.pollution.enabled = false
game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_expansion.settler_group_min_size = 8
game.map_settings.enemy_expansion.settler_group_max_size = 16
@ -40,27 +40,27 @@ end
local function init_forces()
local surface = game.surfaces["biter_battles"]
game.create_force("north")
game.create_force("north_biters")
game.create_force("south")
game.create_force("south_biters")
game.create_force("south_biters")
game.create_force("spectator")
local f = game.forces["north"]
f.set_spawn_position({0, -32}, surface)
f.set_cease_fire('player', true)
f.set_friend("spectator", true)
f.set_friend("south_biters", true)
f.share_chart = true
local f = game.forces["south"]
f.set_spawn_position({0, 32}, surface)
f.set_cease_fire('player', true)
f.set_friend("spectator", true)
f.set_friend("north_biters", true)
f.share_chart = true
local f = game.forces["north_biters"]
f.set_friend("south_biters", true)
f.set_friend("south", true)
@ -68,7 +68,7 @@ local function init_forces()
--f.set_friend("enemy", true)
f.set_friend("spectator", true)
f.share_chart = false
local f = game.forces["south_biters"]
f.set_friend("north_biters", true)
f.set_friend("north", true)
@ -76,23 +76,23 @@ local function init_forces()
--f.set_friend("enemy", true)
f.set_friend("spectator", true)
f.share_chart = false
--local f = game.forces["enemy"]
--f.set_friend("spectator", true)
--f.set_friend("player", true)
--f.set_friend("north_biters", true)
--f.set_friend("south_biters", true)
local f = game.forces["spectator"]
f.set_spawn_position({0,0},surface)
f.technologies["toolbelt"].researched=true
f.technologies["toolbelt"].researched=true
f.set_cease_fire("north_biters", true)
f.set_cease_fire("south_biters", true)
f.set_friend("north", true)
f.set_friend("south", true)
f.set_cease_fire("player", true)
f.share_chart = true
local f = game.forces["player"]
f.set_spawn_position({0,0},surface)
f.set_cease_fire('spectator', true)
@ -101,20 +101,20 @@ local function init_forces()
f.set_cease_fire('north', true)
f.set_cease_fire('south', true)
f.share_chart = false
if not bb_config.blueprint_library_importing then
if not bb_config.blueprint_library_importing then
game.permissions.get_group("Default").set_allows_action(defines.input_action.grab_blueprint_record, false)
end
if not bb_config.blueprint_string_importing then
if not bb_config.blueprint_string_importing then
game.permissions.get_group("Default").set_allows_action(defines.input_action.import_blueprint_string, false)
game.permissions.get_group("Default").set_allows_action(defines.input_action.import_blueprint, false)
game.permissions.get_group("Default").set_allows_action(defines.input_action.import_blueprint, false)
end
local p = game.permissions.create_group("spectator")
for action_name, _ in pairs(defines.input_action) do
p.set_allows_action(defines.input_action[action_name], false)
end
local defs = {
defines.input_action.write_to_console,
defines.input_action.gui_click,
@ -129,10 +129,9 @@ local function init_forces()
defines.input_action.edit_permission_group,
defines.input_action.toggle_show_entity_info,
defines.input_action.rotate_entity,
defines.input_action.start_research
}
}
for _, d in pairs(defs) do p.set_allows_action(d, true) end
global.rocket_silo = {}
global.spectator_rejoin_delay = {}
global.spy_fish_timeout = {}
@ -148,12 +147,12 @@ local function init_forces()
global.bb_threat = {}
global.chunks_to_mirror = {}
global.map_pregen_message_counter = {}
for _, force in pairs(game.forces) do
game.forces[force.name].technologies["artillery"].enabled = false
game.forces[force.name].technologies["artillery-shell-range-1"].enabled = false
game.forces[force.name].technologies["artillery-shell-speed-1"].enabled = false
game.forces[force.name].technologies["atomic-bomb"].enabled = false
game.forces[force.name].technologies["artillery-shell-range-1"].enabled = false
game.forces[force.name].technologies["artillery-shell-speed-1"].enabled = false
game.forces[force.name].technologies["atomic-bomb"].enabled = false
game.forces[force.name].set_ammo_damage_modifier("shotgun-shell", 1)
game.forces[force.name].research_queue_enabled = true
global.spy_fish_timeout[force.name] = 0
@ -162,17 +161,17 @@ local function init_forces()
global.bb_evolution[force.name] = 0
global.bb_evasion[force.name] = false
global.bb_threat_income[force.name] = 0
global.bb_threat[force.name] = 0
global.bb_threat[force.name] = 0
end
global.game_lobby_active = true
end
local function on_player_joined_game(event)
local function on_player_joined_game(event)
local surface = game.surfaces["biter_battles"]
local player = game.players[event.player_index]
local player = game.players[event.player_index]
if player.gui.left["map_pregen"] then player.gui.left["map_pregen"].destroy() end
if player.online_time == 0 then
player.spectator = true
player.force = game.forces.spectator
@ -183,7 +182,7 @@ local function on_player_joined_game(event)
end
player.character.destructible = false
game.permissions.get_group("spectator").add_player(player)
end
end
end
local function on_init(surface)
@ -196,6 +195,7 @@ end
event.on_init(on_init)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
require "maps.biter_battles_v2.spec_spy"
require "maps.biter_battles_v2.on_tick"
require "maps.biter_battles_v2.terrain"
require "maps.biter_battles_v2.biters_landfill"
@ -204,4 +204,4 @@ require "maps.biter_battles_v2.chat"
require "maps.biter_battles_v2.bb_map_intro"
require "maps.biter_battles_v2.difficulty_vote"
require "maps.biter_battles_v2.team_manager"
require "modules.custom_death_messages"
require "modules.custom_death_messages"

View File

@ -0,0 +1,103 @@
local Global = require "utils.global"
local this = {
-- map player <> force
initialForce = {}
}
Global.register(this, function (t) this = t end)
local function is_spying(player)
return this.initialForce[player.index] ~= nil
end
local function switch_force(player, force)
this.initialForce[player.index] = player.force
player.force = force
end
local function spy_production(player, force)
if is_spying(player) then
return
end
switch_force(player, force)
player.opened = defines.gui_type.production
end
local function spy_tech_tree(player, force)
if is_spying(player) then
return
end
switch_force(player, force)
player.open_technology_gui()
end
local function restore_force(player)
if not is_spying(player) then
return
end
player.force = this.initialForce[player.index]
this.initialForce[player.index] = nil
end
-- When a player clicks on a spying prod LuaGuiElement
local function spy_prod_handler(event)
if not event.element.valid then
return
end
local elementToForce = {
["spy-north-prod"] = "north",
["spy-south-prod"] = "south"
}
local force = elementToForce[event.element.name]
if force then
local player = game.players[event.player_index]
spy_production(player, force)
end
end
-- When a player clicks on a spying tech LuaGuiElement
local function spy_tech_handler(event)
if not event.element.valid then
return
end
local elementToForce = {
["spy-north-tech"] = "north",
["spy-south-tech"] = "south"
}
local force = elementToForce[event.element.name]
if force then
local player = game.players[event.player_index]
spy_tech_tree(player, force)
end
end
-- When a player closes the prod view while spying
local function close_prod_handler(event)
if event.gui_type ~= defines.gui_type.production then
return
end
local player = game.players[event.player_index]
-- If the player was spying
if is_spying(player) then
restore_force(player)
end
end
-- When a player closes the tech view while spying
local function close_tech_handler(event)
if event.gui_type ~= defines.gui_type.research then
return
end
local player = game.players[event.player_index]
-- If the player was spying
if is_spying(player) then
restore_force(player)
end
end
local Event = require 'utils.event'
Event.add(defines.events.on_gui_click, spy_prod_handler)
Event.add(defines.events.on_gui_click, spy_tech_handler)
Event.add(defines.events.on_gui_closed, close_prod_handler)
Event.add(defines.events.on_gui_closed, close_tech_handler)