local Memory = require 'maps.pirates.memory' local Common = require 'maps.pirates.common' local Utils = require 'maps.pirates.utils_local' local Math = require 'maps.pirates.math' local Surfaces = require 'maps.pirates.surfaces.surfaces' local Roles = require 'maps.pirates.roles.roles' local Classes = require 'maps.pirates.roles.classes' local Crew = require 'maps.pirates.crew' local Progression = require 'maps.pirates.progression' local Structures = require 'maps.pirates.structures.structures' local inspect = require 'utils.inspect'.inspect local Boats = require 'maps.pirates.structures.boats.boats' local GuiCommon = require 'maps.pirates.gui.common' local CoreData = require 'maps.pirates.coredata' local Server = require 'utils.server' local Public = {} local window_name = 'crew' function Public.toggle_window(player) local memory = Memory.get_crew_memory() local flow, flow2, flow3, flow4, flow5, flow6 --*** OVERALL FLOW ***-- if player.gui.screen[window_name .. '_piratewindow'] then player.gui.screen[window_name .. '_piratewindow'].destroy() return end if not memory.id then return end flow = GuiCommon.new_window(player, window_name) flow.caption = 'Crew' --*** RUN AGE ***-- flow2 = flow.add({ name = 'crew_age', type = 'label', }) flow2.style.left_margin = 5 flow2.style.top_margin = 0 flow2.style.bottom_margin = -3 flow2.style.single_line = true flow2.style.maximal_width = 200 flow2.style.font = 'default' --*** RUN DIFFICULTY ***-- flow2 = flow.add({ name = 'crew_difficulty', type = 'label', }) flow2.style.left_margin = 5 flow2.style.top_margin = -3 flow2.style.bottom_margin = 0 flow2.style.single_line = false flow2.style.maximal_width = 190 flow2.style.font = 'default' --*** MEMBERSHIP BUTTONS ***-- flow2 = flow.add({ name = 'membership_buttons', type = 'flow', direction = 'horizontal', }) flow3 = flow2.add({ name = 'leave_crew', type = 'button', caption = 'Quit Crew', }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3.tooltip = 'Return to the lobby.' flow3 = flow2.add({ name = 'leave_spectators', type = 'button', caption = 'Return to Lobby', }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3 = flow2.add({ name = 'spectator_join_crew', type = 'button', caption = 'Join Crew', }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3 = flow2.add({ name = 'crewmember_join_spectators', type = 'button', caption = 'Spectate', }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3.tooltip = 'You won\t be able to rejoin the crew for a short while after you do this.' --*** MEMBERS AND SPECTATORS ***-- flow2 = GuiCommon.flow_add_section(flow, 'members', 'Crew Members') flow3 = flow2.add({ name = 'members_listbox', type = 'list-box', }) flow3.style.margin = 2 flow3.style.maximal_height = 350 flow3 = flow2.add({ name = 'class_renounce', type = 'button', caption = 'Give Up Class', }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3.tooltip = 'The class will become available for other crewmembers to take.' flow3 = flow2.add({ name = 'officer_resign', type = 'button', caption = 'Resign as Officer', }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3.tooltip = 'Give up the officer role.' flow2 = GuiCommon.flow_add_section(flow, 'spectators', 'Spectators') flow3 = flow2.add({ name = 'spectators_listbox', type = 'list-box', }) flow3.style.margin = 2 flow3.style.maximal_height = 150 --*** DIFFICULTY VOTE ***-- flow2 = GuiCommon.flow_add_section(flow, 'difficulty_vote', 'Vote for Difficulty') for i, o in ipairs(CoreData.difficulty_options) do flow3 = flow2.add({ name = 'difficulty_option_' .. i, type = 'button', caption = o.text, }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} end --*** SPARE CLASSES ***-- flow2 = GuiCommon.flow_add_section(flow, 'spare_classes', 'Spare Classes') flow3 = flow2.add({ name = 'list', type = 'label', }) flow3.style.left_margin = 5 flow3.style.top_margin = -3 flow3.style.bottom_margin = -3 flow3.style.single_line = false flow3.style.maximal_width = 160 flow3.style.font = 'default-dropdown' flow3 = flow2.add({ name = 'assign_flow', type = 'flow', direction = 'vertical', }) flow3.style.top_margin = 3 for _, c in ipairs(Classes.Class_List) do flow4 = flow3.add({ name = 'assign_class_' .. c, type = 'button', caption = 'Give class: ' .. Classes.display_form[c], }) flow4.style.minimal_width = 95 flow4.style.font = 'default-bold' flow4.style.font_color = {r=0.10, g=0.10, b=0.10} flow4.tooltip = 'Give the selected player the class ' .. Classes.display_form[c] .. '.\n\n Class description: ' .. Classes.explanation[c] -- flow4.tooltip = 'Give this class to the selected player.' end for _, c in ipairs(Classes.Class_List) do flow4 = flow3.add({ name = 'selfassign_class_' .. c, type = 'button', caption = 'Take class: ' .. Classes.display_form[c], }) flow4.style.minimal_width = 95 flow4.style.font = 'default-bold' flow4.style.font_color = {r=0.10, g=0.10, b=0.10} flow4.tooltip = 'Give yourself the spare class ' .. Classes.display_form[c] .. '.\n\nClass description: ' .. Classes.explanation[c] end --*** CAPTAIN's ACTIONS ***-- flow2 = GuiCommon.flow_add_section(flow, 'captain', 'Captain\'s Actions') flow3 = flow2.add({ name = 'capn_disband_crew', type = 'button', caption = 'Disband Crew', }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3.tooltip = 'End the run. You will be prompted again after clicking.' flow3 = flow2.add({ name = 'capn_disband_are_you_sure', type = 'button', caption = 'ARE YOU SURE?', }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3.tooltip = 'Click to disband the crew.' flow3 = flow2.add({ name = 'capn_renounce', type = 'button', caption = 'Renounce Captainhood', }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3.tooltip = 'You will no longer be captain, and the role will be passed around until a crewmember takes it.' flow3 = flow2.add({ name = 'capn_pass', type = 'button', caption = 'Pass Captain To', }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3.tooltip = 'Make the selected crewmember into the Captain.' flow3 = flow2.add({ name = 'capn_plank', type = 'button', caption = 'Plank (Make Spectator)', }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3.tooltip = 'The player will be returned to the lobby and can\'t join your crew for a while.' flow3 = flow2.add({ name = 'line', type = 'line', }) flow3.style.width = 50 flow3.style.left_margin = 20 flow3.style.top_margin = 4 flow3.style.bottom_margin = 4 -- flow3 = flow2.add({ -- name = 'capn_undock_normal', -- type = 'button', -- caption = 'Undock Boat', -- }) -- flow3.style.minimal_width = 95 -- flow3.style.font = 'default-bold' -- flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3 = flow2.add({ name = 'make_officer', type = 'button', caption = 'Make Officer', }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3.tooltip = 'Make this player an Officer.' flow3 = flow2.add({ name = 'unmake_officer', type = 'button', caption = 'Unamake Officer', }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3.tooltip = 'Remove this player as an Officer.' flow3 = flow2.add({ name = 'revoke_class', type = 'button', caption = 'Revoke Class', }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3.tooltip = 'Put this player\'s class back in the Spare Classes pool.' flow3 = flow2.add({ name = 'capn_summon_crew', type = 'button', caption = 'Summon Crew to Ship', }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3.tooltip = 'Teleport crewmembers to the ship.' flow3 = flow2.add({ name = 'capn_take_coins', type = 'button', caption = 'Requisition Doubloons', }) flow3.style.minimal_width = 95 flow3.style.font = 'default-bold' flow3.style.font_color = {r=0.10, g=0.10, b=0.10} flow3.tooltip = 'Take all the doubloons from each non-officer.' flow2 = flow.add({ name = 'undock_tip', type = 'label', }) flow2.style.left_margin = 5 flow2.style.top_margin = -8 flow2.style.bottom_margin = 7 flow2.style.single_line = false flow2.style.maximal_width = 190 flow2.style.font = 'default' flow2.caption = 'To undock, use the top toolbar.' -- GuiCommon.flow_add_close_button(flow, window_name .. '_piratebutton') end function Public.update(player) if not player.gui.screen[window_name .. '_piratewindow'] then return end local flow = player.gui.screen[window_name .. '_piratewindow'] local memory = Memory.get_crew_memory() local playercrew_status = GuiCommon.playercrew_status_table(player.index) local destination = Common.current_destination() --*** WHAT TO SHOW ***-- flow.difficulty_vote.visible = memory.overworldx and memory.overworldx == 0 flow.members.body.class_renounce.visible = memory.classes_table and memory.classes_table[player.index] flow.members.body.officer_resign.visible = memory.officers_table and memory.officers_table[player.index] flow.spare_classes.visible = memory.spare_classes and #memory.spare_classes > 0 local other_player_selected = flow.members.body.members_listbox.selected_index ~= 0 and tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2]) ~= player.index local any_class_button = false for _, c in pairs(Classes.Class_List) do if memory.spare_classes and Utils.contains(memory.spare_classes, c) and (not (player.controller_type == defines.controllers.spectator)) then if Common.is_captain(player) and memory.crewplayerindices and #memory.crewplayerindices > 1 then if other_player_selected and (not (memory.classes_table[tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2])])) then flow.spare_classes.body.assign_flow['selfassign_class_' .. c].visible = false flow.spare_classes.body.assign_flow['assign_class_' .. c].visible = true any_class_button = true else flow.spare_classes.body.assign_flow['assign_class_' .. c].visible = false if (not memory.classes_table[player.index]) then flow.spare_classes.body.assign_flow['selfassign_class_' .. c].visible = true any_class_button = true else flow.spare_classes.body.assign_flow['selfassign_class_' .. c].visible = false end end else flow.spare_classes.body.assign_flow['assign_class_' .. c].visible = false if (not memory.classes_table[player.index]) then flow.spare_classes.body.assign_flow['selfassign_class_' .. c].visible = true any_class_button = true else flow.spare_classes.body.assign_flow['selfassign_class_' .. c].visible = false end end else flow.spare_classes.body.assign_flow['assign_class_' .. c].visible = false flow.spare_classes.body.assign_flow['selfassign_class_' .. c].visible = false end end flow.spare_classes.body.assign_flow.visible = any_class_button flow.captain.visible = Common.is_captain(player) flow.undock_tip.visible = Common.is_captain(player) flow.captain.body.capn_pass.visible = other_player_selected flow.captain.body.capn_plank.visible = flow.captain.body.capn_pass.visible flow.captain.body.make_officer.visible = other_player_selected and (not (memory.officers_table and memory.officers_table[tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2])])) flow.captain.body.unmake_officer.visible = other_player_selected and ((memory.officers_table and memory.officers_table[tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2])])) flow.captain.body.revoke_class.visible = other_player_selected and (memory.classes_table[tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2])]) -- flow.captain.body.capn_undock_normal.visible = memory.boat and memory.boat.state and ((memory.boat.state == Boats.enum_state.LANDED) or (memory.boat.state == Boats.enum_state.APPROACHING) or (memory.boat.state == Boats.enum_state.DOCKED)) flow.captain.body.capn_summon_crew.visible = false flow.captain.body.capn_take_coins.visible = true -- flow.captain.body.capn_summon_crew.visible = memory.boat and memory.boat.state and (memory.boat.state == Boats.enum_state.RETREATING or memory.boat.state == Boats.enum_state.LEAVING_DOCK) flow.captain.body.capn_disband_are_you_sure.visible = memory.disband_are_you_sure_ticks and memory.disband_are_you_sure_ticks[player.index] and memory.disband_are_you_sure_ticks[player.index] > game.tick - 60*2 flow.captain.body.capn_disband_crew.visible = not flow.captain.body.capn_disband_are_you_sure.visible flow.members.visible = true flow.spectators.visible = (#memory.spectatorplayerindices > 0) -- flow.crew_age.visible = true -- -- flow.crew_age.visible = memory.mode and memory.mode == 'speedrun' -- flow.crew_difficulty.visible = true local count = 0 if playercrew_status.spectating then for _, v in pairs(memory.crewplayerindices) do if Common.validate_player(game.players[v]) then count = count + 1 end end end flow.membership_buttons.spectator_join_crew.visible = playercrew_status.spectating and (not (count >= memory.capacity)) flow.membership_buttons.leave_crew.visible = playercrew_status.adventuring -- flow.membership_buttons.crewmember_join_spectators.visible = playercrew_status.adventuring flow.membership_buttons.crewmember_join_spectators.visible = false --disabled spectators for now... might not play well with maze world flow.membership_buttons.leave_spectators.visible = playercrew_status.spectating flow.membership_buttons.spectator_join_crew.visible = flow.membership_buttons.spectator_join_crew.visible and (not (memory.tempbanned_from_joining_data[player.index] and game.tick < memory.tempbanned_from_joining_data[player.index] + Common.ban_from_rejoining_crew_ticks)) --== UPDATE CONTENT ==-- if memory.id then flow.caption = memory.name flow.crew_age.caption = 'Age: ' .. Utils.time_mediumform((memory.age or 0)/60) flow.crew_difficulty.caption = 'Difficulty: ' .. CoreData.difficulty_options[memory.difficulty_option].text if flow.spare_classes.visible then local str = '' for i, c in ipairs(memory.spare_classes) do if i>1 then str = str .. ', ' end str = str .. Classes.display_form[c] end str = str .. '.' flow.spare_classes.body.list.caption = str end end if flow.members.visible then local wrappedcrew = {} for _, index in pairs(memory.crewplayerindices) do local player2 = game.players[index] local tag_text = Roles.tag_text(player2) wrappedcrew[#wrappedcrew + 1] = {'pirates.crewmember_displayform', index, player2.color.r, player2.color.g, player2.color.b, player2.name, tag_text} end GuiCommon.update_listbox(flow.members.body.members_listbox, wrappedcrew) flow.members.header.caption = 'Crew Members (' .. (#memory.crewplayerindices or 0) .. ')' end if flow.spectators.visible then local wrappedspectators = {} for _, index in pairs(memory.spectatorplayerindices) do local player2 = game.players[index] wrappedspectators[#wrappedspectators + 1] = {'pirates.crewmember_displayform', index, player2.color.r, player2.color.g, player2.color.b, player2.name, ''} end GuiCommon.update_listbox(flow.spectators.body.spectators_listbox, wrappedspectators) end -- if flow.captain.body.capn_undock_normal.visible then -- flow.captain.body.capn_undock_normal.enabled = ((memory.boat.state == Boats.enum_state.LANDED) and Common.query_can_pay_cost_to_leave()) or (memory.boat.state == Boats.enum_state.DOCKED) -- end end function Public.click(event) local player = game.players[event.element.player_index] local eventname = event.element.name if not player.gui.screen[window_name .. '_piratewindow'] then return end local flow = player.gui.screen[window_name .. '_piratewindow'] local memory = Memory.get_crew_memory() if eventname == 'crewmember_join_spectators' then Crew.join_spectators(player, memory.id) return end if eventname == 'leave_spectators' then Crew.leave_spectators(player) return end if eventname == 'spectator_join_crew' then Crew.join_crew(player, memory.id) return end if eventname == 'leave_crew' then Crew.leave_crew(player, true) return end -- if eventname == 'promote_officer' then -- Roles.promote_to_officer(player) -- return -- end -- if eventname == 'demote_officer' then -- Roles.demote_to_officer(player) -- return -- end if string.sub(eventname, 1, 13) and string.sub(eventname, 1, 13) == 'assign_class_' then local other_id = tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2]) Classes.assign_class(other_id, tonumber(string.sub(eventname, 14, -1))) return end if string.sub(eventname, 1, 17) and string.sub(eventname, 1, 17) == 'selfassign_class_' then Classes.assign_class(player.index, tonumber(string.sub(eventname, 18, -1)), true) return end if string.sub(eventname, 1, 18) and string.sub(eventname, 1, 18) == 'difficulty_option_' then Crew.difficulty_vote(player.index, tonumber(string.sub(eventname, 19, -1))) return end -- if eventname == 'capn_undock_normal' then -- --double check: -- if Roles.player_privilege_level(player) >= Roles.privilege_levels.CAPTAIN then -- if memory.boat.state == Boats.enum_state.DOCKED then -- Progression.undock_from_dock() -- else -- Progression.try_retreat_from_island() -- end -- end -- return -- end if eventname == 'capn_summon_crew' then --double check: if Roles.player_privilege_level(player) >= Roles.privilege_levels.CAPTAIN then Crew.summon_crew() end return end if eventname == 'capn_take_coins' then --double check: if Roles.player_privilege_level(player) >= Roles.privilege_levels.CAPTAIN then Roles.captain_requisition_coins(memory.playerindex_captain) end return end if eventname == 'class_renounce' then Classes.try_renounce_class(player) return end if eventname == 'capn_renounce' then Roles.renounce_captainhood(player) return end if eventname == 'officer_resign' then Roles.resign_as_officer(player) return end if eventname == 'capn_disband_crew' then --double check: if Roles.player_privilege_level(player) >= Roles.privilege_levels.CAPTAIN then if not memory.disband_are_you_sure_ticks then memory.disband_are_you_sure_ticks = {} end memory.disband_are_you_sure_ticks[player.index] = game.tick end return end if eventname == 'capn_disband_are_you_sure' then --double check: if Roles.player_privilege_level(player) >= Roles.privilege_levels.CAPTAIN then local force = memory.force if force and force.valid then local message = player.name .. ' disbanded ' .. memory.name .. ', after ' .. Utils.time_longform((memory.real_age or 0)/60) .. '.' Common.notify_game(message) Server.to_discord_embed_raw(CoreData.comfy_emojis.trashbin .. '[' .. memory.name .. '] ' .. message) end Crew.disband_crew(true) end return end if eventname == 'capn_pass' then local other_id = tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2]) Roles.pass_captainhood(player, game.players[other_id]) return end if eventname == 'make_officer' then local other_id = tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2]) Roles.make_officer(player, game.players[other_id]) return end if eventname == 'unmake_officer' then local other_id = tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2]) Roles.unmake_officer(player, game.players[other_id]) return end if eventname == 'revoke_class' then local other_id = tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2]) Roles.revoke_class(player, game.players[other_id]) return end if eventname == 'capn_plank' then local other_id = tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2]) Crew.plank(player, game.players[other_id]) return end end return Public