local Public = {} local wait_messages = { "please get comfy.", "get comfy!!", "go and grab a drink.", "take a short healthy break.", "go and stretch your legs.", "please pet the cat.", "time to get a bowl of snacks :3", "send love to Mewmew", } local forces = { {name = "west", color = {r = 1, g = 1, b = 255}}, {name = "spectator", color = {r = 111, g = 111, b = 111}}, {name = "east", color = {r = 255, g = 1, b = 1}}, } local gui_values = { ["west"] = {force = "west", c1 = "west", c2 = "JOIN ", n1 = "join_west_button", color1 = {r = 1, g = 1, b = 255}, color2 = {r = 0.66, g = 0.66, b = 0.99}}, --tech_spy = "spy-north-tech", prod_spy = "spy-north-prod" ["east"] = {force = "east", c1 = "east", c2 = "JOIN ", n1 = "join_east_button", color1 = {r = 255, g = 1, b = 1}, color2 = {r = 0.99, g = 0.44, b = 0.44}} --tech_spy = "spy-north-tech", prod_spy = "spy-north-prod" } starting_items = {['iron-plate'] = 32, ['iron-gear-wheel'] = 16, ['stone'] = 25} local function get_player_array(force_name) local a = {} for _, p in pairs(game.forces[force_name].connected_players) do a[#a + 1] = p.name end return a end local function freeze_players() if not global.freeze_players then return end global.team_manager_default_permissions = {} local p = game.permissions.get_group("Default") for action_name, _ in pairs(defines.input_action) do global.team_manager_default_permissions[action_name] = p.allows_action(defines.input_action[action_name]) p.set_allows_action(defines.input_action[action_name], false) end local defs = { defines.input_action.write_to_console, defines.input_action.gui_click, defines.input_action.gui_selection_state_changed, defines.input_action.gui_checked_state_changed , defines.input_action.gui_elem_changed, defines.input_action.gui_text_changed, defines.input_action.gui_value_changed, defines.input_action.edit_permission_group, } for _, d in pairs(defs) do p.set_allows_action(d, true) end end local function unfreeze_players() local p = game.permissions.get_group("Default") for action_name, _ in pairs(defines.input_action) do if global.team_manager_default_permissions[action_name] then p.set_allows_action(defines.input_action[action_name], true) end end end local function leave_corpse(player) if not player.character then return end local inventories = { player.get_inventory(defines.inventory.character_main), player.get_inventory(defines.inventory.character_guns), player.get_inventory(defines.inventory.character_ammo), player.get_inventory(defines.inventory.character_armor), player.get_inventory(defines.inventory.character_vehicle), player.get_inventory(defines.inventory.character_trash), } local corpse = false for _, i in pairs(inventories) do for index = 1, #i, 1 do if not i[index].valid then break end corpse = true break end if corpse then player.character.die() break end end if player.character then player.character.destroy() end player.character = nil player.set_controller({type=defines.controllers.god}) player.create_character() end local function switch_force(player_name, force_name) if not game.players[player_name] then game.print("Team Manager >> Player " .. player_name .. " does not exist.", {r=0.98, g=0.66, b=0.22}) return end if not game.forces[force_name] then game.print("Team Manager >> Force " .. force_name .. " does not exist.", {r=0.98, g=0.66, b=0.22}) return end local player = game.players[player_name] player.force = game.forces[force_name] game.print(player_name .. " has been switched into team " .. force_name .. ".", {r=0.98, g=0.66, b=0.22}) leave_corpse(player) global.chosen_team[player_name] = nil if force_name == "spectator" then spectate(player, true) else join_team(player, force_name, true) end end local function create_first_join_gui(player) if not global.game_lobby_timeout then global.game_lobby_timeout = 10 end --[[5999940]] if global.game_lobby_timeout - game.tick < 0 then global.game_lobby_active = false end local frame = player.gui.left.add { type = "frame", name = "nv_main_gui", direction = "vertical" } local b = frame.add{ type = "label", caption = "Defend your Market!" } b.style.font = "heading-1" b.style.font_color = {r=0.98, g=0.66, b=0.22} local b = frame.add { type = "label", caption = "Feed the market with science to send native waves!" } 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 --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} l.style.font = "heading-2" l.style.font_color = gui_value.color1 l.style.single_line = false l.style.maximal_width = 290 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_color = { r=0.22, g=0.88, b=0.22} 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 } 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 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 local function create_main_gui(player) local is_spec = player.force.name == "spectator" if player.gui.left["nv_main_gui"] then player.gui.left["nv_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) return end end local frame = player.gui.left.add { type = "frame", name = "nv_main_gui", direction = "vertical" } -- Science sending GUI 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} l.style.font = "default-bold" l.style.font_color = gui_value.color1 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} -- Player list 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 -- Statistics --local t = frame.add { type = "table", name = "stats_" .. gui_value.force, column_count = 6 } -- 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 } -- Spectate / Rejoin team if is_spec then local b = t.add { type = "sprite-button", name = "nv_leave_spectate", caption = "Join Team" } else local b = t.add { type = "sprite-button", name = "nv_spectate", caption = "Spectate" } end -- Playerlist button 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} b.style.top_padding = 1 b.style.left_padding = 1 b.style.right_padding = 1 b.style.bottom_padding = 1 b.style.maximal_height = 30 b.style.width = b_width end end function Public.refresh() for _, player in pairs(game.connected_players) do if player.gui.left["nv_main_gui"] then create_main_gui(player) end end 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 end if not force_name then return end local surface = player.surface local enemy_team = "west" if force_name == "west" then enemy_team = "east" end if not global.training_mode and global.nv_settings.team_balancing then if not forced_join then if #game.forces[force_name].connected_players > #game.forces[enemy_team].connected_players then if not global.chosen_team[player.name] then player.print("Team " .. force_name .. " has too many players currently.", {r = 0.98, g = 0.66, b = 0.22}) return end end end end if global.chosen_team[player.name] then if not forced_join then if game.tick - global.spectator_rejoin_delay[player.name] < 7200 then player.print( "Not ready to return to your team yet. Please wait " .. 120-(math.floor((game.tick - global.spectator_rejoin_delay[player.name])/60)) .. " seconds.", {r = 0.98, g = 0.66, b = 0.22} ) return end end local p = surface.find_non_colliding_position("character", game.forces[force_name].get_spawn_position(surface), 8, 1) player.teleport(p, surface) player.force = game.forces[force_name] player.character.destructible = true Public.refresh() game.permissions.get_group("Default").add_player(player) local msg = table.concat({"Team ", player.force.name, " player ", player.name, " is no longer spectating."}) game.print(msg, {r = 0.98, g = 0.66, b = 0.22}) --Server.to_discord_bold(msg) player.spectator = false return end local pos = surface.find_non_colliding_position("character", game.forces[force_name].get_spawn_position(surface), 8, 1) if not pos then pos = game.forces[force_name].get_spawn_position(surface) end player.teleport(pos) player.force = game.forces[force_name] player.character.destructible = true game.permissions.get_group("Default").add_player(player) if not forced_join then local c = player.force.name --if global.tm_custom_name[player.force.name] then c = global.tm_custom_name[player.force.name] end local message = table.concat({player.name, " has joined team ", c, "!"}) game.print(message, {r = 0.98, g = 0.66, b = 0.22}) --Server.to_discord_bold(message) end local i = player.get_inventory(defines.inventory.character_main) i.clear() for item, amount in pairs(starting_items) do player.insert({name = item, count = amount}) end global.chosen_team[player.name] = force_name player.spectator = false Public.refresh() 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 end player.teleport(player.surface.find_non_colliding_position("character", {0,-190}, 4, 1)) player.force = game.forces.spectator player.character.destructible = false if not forced_join then local msg = player.name .. " is spectating." game.print(msg, {r = 0.98, g = 0.66, b = 0.22}) --Server.to_discord_bold(msg) 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 function Public.draw_top_toggle_button(player) if player.gui.top["team_manager_toggle_button"] then player.gui.top["team_manager_toggle_button"].destroy() end local button = player.gui.top.add({type = "sprite-button", name = "team_manager_toggle_button", caption = "Team Manager", tooltip = tooltip}) button.style.font = "heading-2" button.style.font_color = {r = 0.88, g = 0.55, b = 0.11} button.style.minimal_height = 38 button.style.minimal_width = 120 button.style.top_padding = 2 button.style.left_padding = 0 button.style.right_padding = 0 button.style.bottom_padding = 2 end local function draw_manager_gui(player) if player.gui.center["team_manager_gui"] then player.gui.center["team_manager_gui"].destroy() end local frame = player.gui.center.add({type = "frame", name = "team_manager_gui", caption = "Manage Teams", direction = "vertical"}) local t = frame.add({type = "table", name = "team_manager_root_table", column_count = 5}) local i2 = 1 for i = 1, #forces * 2 - 1, 1 do if i % 2 == 1 then local l = t.add({type = "sprite-button", caption = string.upper(forces[i2].name), name = forces[i2].name}) l.style.minimal_width = 160 l.style.maximal_width = 160 l.style.font_color = forces[i2].color l.style.font = "heading-1" i2 = i2 + 1 else local tt = t.add({type = "label", caption = " "}) end end local i2 = 1 for i = 1, #forces * 2 - 1, 1 do if i % 2 == 1 then local list_box = t.add({type = "list-box", name = "team_manager_list_box_" .. i2, items = get_player_array(forces[i2].name)}) list_box.style.minimal_height = 360 list_box.style.minimal_width = 160 list_box.style.maximal_height = 480 i2 = i2 + 1 else local tt = t.add({type = "table", column_count = 1}) local b = tt.add({type = "sprite-button", name = i2 - 1, caption = "→"}) b.style.font = "heading-1" b.style.maximal_height = 38 b.style.maximal_width = 38 local b = tt.add({type = "sprite-button", name = i2, caption = "←"}) b.style.font = "heading-1" b.style.maximal_height = 38 b.style.maximal_width = 38 end end frame.add({type = "label", caption = ""}) local t = frame.add({type = "table", name = "team_manager_bottom_buttons", column_count = 4}) local button = t.add({ type = "button", name = "team_manager_close", caption = "Close", tooltip = "Close this window." }) button.style.font = "heading-2" if global.tournament_mode then button = t.add({ type = "button", name = "team_manager_activate_tournament", caption = "Tournament Mode Enabled", tooltip = "Only admins can move players and vote for difficulty.\nActive players can no longer go spectate.\nNew joining players are spectators." }) button.style.font_color = {r = 222, g = 22, b = 22} else button = t.add({ type = "button", name = "team_manager_activate_tournament", caption = "Tournament Mode Disabled", tooltip = "Only admins can move players. Active players can no longer go spectate. New joining players are spectators." }) button.style.font_color = {r = 55, g = 55, b = 55} end button.style.font = "heading-2" if global.freeze_players then button = t.add({ type = "button", name = "team_manager_freeze_players", caption = "Unfreeze Players", tooltip = "Releases all players." }) button.style.font_color = {r = 222, g = 22, b = 22} else button = t.add({ type = "button", name = "team_manager_freeze_players", caption = "Freeze Players", tooltip = "Freezes all players, unable to perform actions, until released." }) button.style.font_color = {r = 55, g = 55, b = 222} end button.style.font = "heading-2" if global.training_mode then button = t.add({ type = "button", name = "team_manager_activate_training", caption = "Training Mode Activated", tooltip = "Feed your own team's biters and only teams with players gain threat & evo." }) button.style.font_color = {r = 222, g = 22, b = 22} else button = t.add({ type = "button", name = "team_manager_activate_training", caption = "Training Mode Disabled", tooltip = "Feed your own team's biters and only teams with players gain threat & evo." }) button.style.font_color = {r = 55, g = 55, b = 55} end button.style.font = "heading-2" end local function set_custom_team_name(force_name, team_name) if team_name == "" then global.tm_custom_name[force_name] = nil return end if not team_name then global.tm_custom_name[force_name] = nil return end global.tm_custom_name[force_name] = tostring(team_name) end local function custom_team_name_gui(player, force_name) if player.gui.center["custom_team_name_gui"] then player.gui.center["custom_team_name_gui"].destroy() return end local frame = player.gui.center.add({type = "frame", name = "custom_team_name_gui", caption = "Set custom team name:", direction = "vertical"}) local text = force_name if global.tm_custom_name[force_name] then text = global.tm_custom_name[force_name] end local textfield = frame.add({ type = "textfield", name = force_name, text = text }) local t = frame.add({type = "table", column_count = 2}) local button = t.add({ type = "button", name = "custom_team_name_gui_set", caption = "Set", tooltip = "Set custom team name." }) button.style.font = "heading-2" local button = t.add({ type = "button", name = "custom_team_name_gui_close", caption = "Close", tooltip = "Close this window." }) button.style.font = "heading-2" end local function team_manager_gui_click(event) local player = game.players[event.player_index] local name = event.element.name if game.forces[name] then if not player.admin then player.print("Only admins can change team names.", {r = 175, g = 0, b = 0}) return end custom_team_name_gui(player, name) player.gui.center["team_manager_gui"].destroy() return end if name == "team_manager_close" then player.gui.center["team_manager_gui"].destroy() return end if name == "team_manager_activate_tournament" then if not player.admin then player.print("Only admins can switch tournament mode.", {r = 175, g = 0, b = 0}) return end if global.tournament_mode then global.tournament_mode = false draw_manager_gui(player) game.print(">>> Tournament Mode has been disabled.", {r = 111, g = 111, b = 111}) return end global.tournament_mode = true draw_manager_gui(player) game.print(">>> Tournament Mode has been enabled!", {r = 225, g = 0, b = 0}) return end if name == "team_manager_freeze_players" then if global.freeze_players then if not player.admin then player.print("Only admins can unfreeze players.", {r = 175, g = 0, b = 0}) return end global.freeze_players = false draw_manager_gui(player) game.print(">>> Players have been unfrozen!", {r = 255, g = 77, b = 77}) unfreeze_players() return end if not player.admin then player.print("Only admins can freeze players.", {r = 175, g = 0, b = 0}) return end global.freeze_players = true draw_manager_gui(player) game.print(">>> Players have been frozen!", {r = 111, g = 111, b = 255}) freeze_players() return end if name == "team_manager_activate_training" then if not player.admin then player.print("Only admins can switch training mode.", {r = 175, g = 0, b = 0}) return end if global.training_mode then global.training_mode = false global.game_lobby_active = true draw_manager_gui(player) game.print(">>> Training Mode has been disabled.", {r = 111, g = 111, b = 111}) return end global.training_mode = true global.game_lobby_active = false draw_manager_gui(player) game.print(">>> Training Mode has been enabled!", {r = 225, g = 0, b = 0}) return end if not event.element.parent then return end local element = event.element.parent if not element.parent then return end local element = element.parent if element.name ~= "team_manager_root_table" then return end if not player.admin then player.print("Only admins can manage teams.", {r = 175, g = 0, b = 0}) return end local listbox = player.gui.center["team_manager_gui"]["team_manager_root_table"]["team_manager_list_box_" .. tonumber(name)] local selected_index = listbox.selected_index if selected_index == 0 then player.print("No player selected.", {r = 175, g = 0, b = 0}) return end local player_name = listbox.items[selected_index] local m = -1 if event.element.caption == "→" then m = 1 end local force_name = forces[tonumber(name) + m].name switch_force(player_name, force_name) draw_manager_gui(player) end local function create_sprite_button(player) if player.gui.top["nv_toggle_button"] then return end local button = player.gui.top.add({type = "sprite-button", name = "nv_toggle_button", sprite = "item/splitter"}) button.style.font = "default-bold" button.style.minimal_height = 38 button.style.minimal_width = 38 button.style.top_padding = 2 button.style.left_padding = 4 button.style.right_padding = 4 button.style.bottom_padding = 2 end local function join_gui_click(name, player) local team = { ["join_west_button"] = "west", ["join_east_button"] = "east" } if not team[name] then return end if global.game_lobby_active then if player.admin then join_team(player, team[name]) game.print("Lobby disabled, admin override.", { r=0.98, g=0.66, b=0.22}) global.game_lobby_active = false return end player.print("Waiting for more players, " .. wait_messages[math_random(1, #wait_messages)], { r=0.98, g=0.66, b=0.22}) return end join_team(player, team[name]) end function Public.gui_click(event) if not event.element then return end if not event.element.valid then return end local player = game.players[event.player_index] local name = event.element.name if name == "team_manager_toggle_button" then if player.gui.center["team_manager_gui"] then player.gui.center["team_manager_gui"].destroy() return end draw_manager_gui(player) return end if player.gui.center["team_manager_gui"] then team_manager_gui_click(event) end --[[if player.gui.center["custom_team_name_gui"] then if name == "custom_team_name_gui_set" then local custom_name = player.gui.center["custom_team_name_gui"].children[1].text local force_name = player.gui.center["custom_team_name_gui"].children[1].name set_custom_team_name(force_name, custom_name) player.gui.center["custom_team_name_gui"].destroy() draw_manager_gui(player) return end if name == "custom_team_name_gui_close" then player.gui.center["custom_team_name_gui"].destroy() draw_manager_gui(player) return end end]] end local function on_gui_click(event) if not event.element then return end if not event.element.valid then return end local player = game.players[event.player_index] local name = event.element.name if name == "nv_toggle_button" then if player.gui.left["nv_main_gui"] then player.gui.left["nv_main_gui"].destroy() else create_main_gui(player) end return end if name == "join_west_button" then join_gui_click(name, player) return end if name == "join_east_button" then join_gui_click(name, player) return end if name == "nv_leave_spectate" then join_team(player, global.chosen_team[player.name]) end if name == "nv_spectate" then spectate(player) return 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(1 / #game.connected_players) --EVL --global.game_lobby_timeout = math.ceil(36000 / #game.connected_players) else global.game_lobby_timeout = 1 --EVL --global.game_lobby_timeout = 599940 end if not global.chosen_team[player.name] then if global.tournament_mode then player.force = game.forces.spectator else player.force = game.forces.player end end create_sprite_button(player) create_main_gui(player) end function Public.init() global.tm_custom_name = {} end local event = require 'utils.event' event.add(defines.events.on_gui_click, on_gui_click) event.add(defines.events.on_player_joined_game, on_player_joined_game) return Public