local math_floor = math.floor local math_ceil = math.ceil local math_abs = math.abs local math_max = math.max local math_min = math.min local function create_gui(player) local frame = player.gui.top.add({ type = "frame", name = "chronosphere"}) frame.style.maximal_height = 38 local label = frame.add({ type = "label", caption = " ", name = "label"}) 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} local label = frame.add({ type = "label", caption = " ", name = "jump_number"}) 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} local label = frame.add({ type = "label", caption = " ", name = "charger"}) label.style.font = "default-bold" label.style.left_padding = 4 label.style.font_color = {r = 255, g = 200, b = 200} --255 200 200 --150 0 255 local label = frame.add({ type = "label", caption = " ", name = "charger_value"}) label.style.font = "default-bold" label.style.right_padding = 1 label.style.minimal_width = 10 label.style.font_color = {r = 255, g = 200, b = 200} 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 local label = frame.add({ type = "label", caption = " ", name = "timer"}) label.style.font = "default-bold" label.style.right_padding = 1 label.style.minimal_width = 10 label.style.font_color = {r = 255, g = 200, b = 200} local label = frame.add({ type = "label", caption = " ", name = "timer_value", tooltip = " "}) label.style.font = "default-bold" label.style.right_padding = 1 label.style.minimal_width = 10 label.style.font_color = {r = 255, g = 200, b = 200} local label = frame.add({ type = "label", caption = " ", name = "timer2"}) 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} local label = frame.add({ type = "label", caption = " ", name = "timer_value2"}) 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} local line = frame.add({type = "line", direction = "vertical"}) line.style.left_padding = 4 line.style.right_padding = 8 local label = frame.add({ type = "label", caption = " ", name = "evo"}) label.style.font = "default-bold" label.style.right_padding = 1 label.style.minimal_width = 10 label.style.font_color = {r = 150, g = 0, b = 255} local label = frame.add({ type = "label", caption = " ", name = "evo_value"}) label.style.font = "default-bold" label.style.right_padding = 1 label.style.minimal_width = 10 label.style.font_color = {r = 150, g = 0, b = 255} local label = frame.add({ type = "label", caption = " ", name = "planet"}) label.style.font = "default-bold" label.style.right_padding = 1 label.style.minimal_width = 10 label.style.font_color = {r = 0, g = 100, b = 200} local label = frame.add({ type = "label", caption = "[Upgrades]", name = "upgrades", tooltip = " "}) label.style.font = "default-bold" label.style.right_padding = 1 label.style.minimal_width = 10 label.style.font_color = {r=0.33, g=0.66, b=0.9} end local function update_gui(player) local objective = global.objective 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.chrononeeds gui.progressbar.value = 1 - (objective.chrononeeds - objective.chronotimer) / interval gui.charger.caption = {"chronosphere.gui_2"} gui.charger_value.caption = objective.chronotimer .. " / " .. objective.chrononeeds gui.timer.caption = {"chronosphere.gui_3"} gui.timer_value.caption = math_floor((objective.chrononeeds - objective.chronotimer) / 60) .. " min, " .. (objective.chrononeeds - objective.chronotimer) % 60 .. " s" if objective.chronojumps > 5 then local overstay_timer_min = math_floor((objective.chrononeeds * 0.75 - objective.passivetimer) / 60) local evo_timer_min = math_floor((objective.chrononeeds * 0.5 - objective.passivetimer) / 60) local first_part = "If overstaying this, other planets can evolve: " .. overstay_timer_min .. " min, " .. (objective.chrononeeds * 0.75 - objective.passivetimer) % 60 .. " s" if overstay_timer_min < 0 then first_part = "If overstaying this, other planets can evolve: " .. overstay_timer_min .. " min, " .. 59 - ((objective.chrononeeds * 0.75 - objective.passivetimer) % 60) .. " s" end local second_part = "This planet gets additional evolution growth in: " ..evo_timer_min .. " min, " .. (objective.chrononeeds * 0.5 - objective.passivetimer) % 60 .. " s" if evo_timer_min < 0 then second_part = "This planet gets additional evolution growth in: " ..evo_timer_min .. " min, " .. 59 -((objective.chrononeeds * 0.5 - objective.passivetimer) % 60) .. " s" end gui.timer_value.tooltip = first_part .. "\n" .. second_part else gui.timer_value.tooltip = "After planet 5, biters will get additional permanent evolution for staying too long on each planet." end gui.planet.caption = "Planet: " .. objective.planet[1].name.name .. " | Ores: " .. objective.planet[1].ore_richness.name local acus = 0 if global.acumulators then acus = #global.acumulators else acus = 0 end local bestcase = math_floor((objective.chrononeeds - objective.chronotimer) / (1 + math_floor(acus/10))) local nukecase = objective.dangertimer if objective.planet[1].name.id == 19 and objective.passivetimer > 31 then gui.timer2.caption = {"chronosphere.gui_3_2"} gui.timer_value2.caption = math_floor(nukecase / 60) .. " min, " .. 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 gui.timer2.caption = {"chronosphere.gui_3_1"} gui.timer_value2.caption = math_floor(bestcase / 60) .. " min, " .. bestcase % 60 .. " s (when using " .. acus * 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 local evolution = game.forces["enemy"].evolution_factor gui.evo.caption = {"chronosphere.gui_4"} gui.evo_value.caption = math_floor(evolution * 100) .. "%" local chests = { [1] = {c = "250 wooden chests + Jump number 5\n"}, [2] = {c = "250 iron chests + Jump number 10\n"}, [3] = {c = "250 steel chests + Jump number 15\n"}, [4] = {c = "250 storage chests + Jump number 20\n"}, [5] = {c = "--\n"} } local upgt = { [1] = {t = "[1]: + 2500 Train Max HP. Current: " .. objective.max_health .. "\n Cost : " .. math_floor(500 * (1 + objective.hpupgradetier /2)) .. " coins + 1500 copper plates\n"}, [2] = {t = "[2]: Pollution Filter. Actual value of pollution made: " .. math_floor(300/(objective.filterupgradetier/3+1) * global.difficulty_vote_value) .. "%\n Buyable once per 3 jumps.\n Cost: 5000 coins + 2000 green circuits + Jump number " .. (objective.filterupgradetier + 1) * 3 .. "\n"}, [3] = {t = "[3]: Add additional row of Acumulators.\n Cost : " .. math_floor(2000 * (1 + objective.acuupgradetier /4)) .. " coins + 200 batteries\n"}, [4] = {t = "[4]: Add item pickup distance to players.Current: +" .. objective.pickupupgradetier .. ",\n Cost: " .. 1000 * (1 + objective.pickupupgradetier) .. " coins + 400 red inserters\n"}, [5] = {t = "[5]: Add +10 inventory slots. Buyable once per 5 jumps.\n Cost: " .. 2000 * (1 + objective.invupgradetier) .." coins + " .. chests[objective.invupgradetier + 1].c}, [6] = {t = "[6]: Use up more repair tools on train at once. Current: +" .. objective.toolsupgradetier .. "\n Cost: " .. 1000 * (1 + objective.toolsupgradetier) .. " coins + " .. 200 * (1 + objective.toolsupgradetier) .. " repair tools\n"}, [7] = {t = "[7]: Add piping through wagon sides to create water sources for each wagon.\n Cost: 2000 coins + 500 pipes\n"}, [8] = {t = "[8]: Add comfylatron chests that output outside (into cargo wagon 2 and 3)\n Cost: 2000 coins + 100 fast inserters\n"}, [9] = {t = "[9]: Add storage chests to the sides of wagons.\n Buyable once per 5 jumps.\n Cost: 5000 coins + " .. chests[objective.boxupgradetier + 1].c}, [10] = {t = "[P]: Poison defense. Triggers automatically when train has low HP.\n Actual charges: " .. objective.poisondefense .. " / 4\n Recharge timer for next use: " .. math_ceil(objective.poisontimeout /6) .. "min\n Cost: 1000 coins + 50 poison capsules\n"}, [11] = {t = "[A]: 1x mk1 armor + 300 railgun darts + 100 low density structures -> 1x mk2 armor\n"}, [12] = {t = "[R]: 16x personal solar + 200 railgun darts + 100 low density structures -> 1x fusion reactor\n"}, [13] = {t = "[C]: Train computer fixing for Comfylatron. Finish this to fullfill the main objective.\n Tier 1 costs: 5000 coins, 1000 advanced circuits, 2000 copper plates.\n Discards very poor planets.\n"}, [14] = {t = "[C]: Train power and navigation fixing for Comfylatron. Finish this to fullfill the main objective.\n Tier 2 costs: 10000 coins, 1000 processing units, 1 nuclear reactor.\n Discards poor planets.\n"}, [15] = {t = "[C]: Train time machine processor fixing for Comfylatron. Finish this to fullfill the main objective.\n Tier 3 costs per part: 2000 coins, 100 rocket control units, 100 low density structures, 50 uranium fuel cells.\n Parts finished: " .. objective.computerparts .. " / 10\n"}, [16] = {t = "[C]: Train is repaired. Synchronize the time to unlock final map to finish the main objective.\n Costs: 1 rocket silo, 1 satellite.\n Warning: after buying this, the next jump destination is locked to final map,\n that means 100% evolution and no resources.\n"} } local maxed = { [1] = {t = "[1]: Train HP maxed.\n"}, [2] = {t = "[2]: Pollution Filter maxed. Pollution made: " .. math_floor(300/(objective.filterupgradetier/3+1)) .. "%\n"}, [3] = {t = "[3]: Acumulators maxed.\n"}, [4] = {t = "[4]: Pickup distance maxed.\n"}, [5] = {t = "[5]: Inventory maxed. Research Mining Productivity for more.\n"}, [6] = {t = "[6]: Repairing at top speed of 5 packs.\n"}, [7] = {t = "[7]: Piping created. Don't spill it!\n"}, [8] = {t = "[8]: Output chests created.\n"}, [9] = {t = "[9]: Storage chests fully upgraded.\n"}, [10] = {t = "[C]: Train's next destination is Fish Market.\n"} } local tooltip = "Insert needed items into chest with upgrade number.\nUpgrading can take a minute.\n\n" if objective.hpupgradetier < 36 then tooltip = tooltip .. upgt[1].t else tooltip = tooltip .. maxed[1].t end if objective.filterupgradetier < 9 then tooltip = tooltip .. upgt[2].t else tooltip = tooltip .. maxed[2].t end if objective.acuupgradetier < 24 then tooltip = tooltip .. upgt[3].t else tooltip = tooltip .. maxed[3].t end if objective.pickupupgradetier < 4 then tooltip = tooltip .. upgt[4].t else tooltip = tooltip .. maxed[4].t end if objective.invupgradetier < 4 then tooltip = tooltip .. upgt[5].t else tooltip = tooltip .. maxed[5].t end if objective.toolsupgradetier < 4 then tooltip = tooltip .. upgt[6].t else tooltip = tooltip .. maxed[6].t end if objective.waterupgradetier < 1 then tooltip = tooltip .. upgt[7].t else tooltip = tooltip .. maxed[7].t end if objective.outupgradetier < 1 then tooltip = tooltip .. upgt[8].t else tooltip = tooltip .. maxed[8].t end if objective.boxupgradetier < 4 then tooltip = tooltip .. upgt[9].t else tooltip = tooltip .. maxed[9].t end tooltip = tooltip .. upgt[10].t if objective.chronojumps >= 24 then tooltip = tooltip .. upgt[11].t .. upgt[12].t else tooltip = tooltip .. "Armor and reactor can be bought since jump 24 (for railgun darts).\n" end if objective.computerupgrade == 0 and objective.chronojumps >= 15 and objective.computermessage == 1 then tooltip = tooltip .. upgt[13].t elseif objective.computerupgrade == 1 and objective.chronojumps >= 20 and objective.computermessage == 3 then tooltip = tooltip .. upgt[14].t elseif objective.computerupgrade == 2 and objective.chronojumps >= 25 and objective.computermessage == 5 then if objective.computerparts < 10 then tooltip = tooltip .. upgt[15].t elseif objective.computerparts == 10 then tooltip = tooltip .. upgt[16].t end elseif objective.computerupgrade == 3 and objective.chronojumps >= 25 then tooltip = tooltip .. maxed[10].t end gui.upgrades.tooltip = tooltip -- if evolution < 10 then -- gui.evo.style.font_color = {r = 255, g = 255, b = 0} -- elseif evolution >= 10 and evolution < 50 then -- gui.evo.style.font_color = {r = 200, g = 0, b = 0} -- elseif evolution >= 50 and evolution < 90 then -- gui.evo.style.font_color = {r = 0, g = 140, b = 255} -- else -- gui.evo.style.font_color = {r = 0, g = 255, b = 0} -- end gui.evo.style.font_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))) } gui.evo_value.style.font_color = gui.evo.style.font_color end return update_gui