local Chrono_table = require 'maps.chronosphere.table' local Public_gui = {} local math_floor = math.floor local math_abs = math.abs local math_max = math.max local math_min = math.min local Upgrades = require "maps.chronosphere.upgrade_list" local Balance = require "maps.chronosphere.balance" local Difficulty = require 'modules.difficulty_vote' local Minimap = require "maps.chronosphere.minimap" local function create_gui(player) local frame = player.gui.top.add({ type = "frame", name = "chronosphere"}) frame.style.maximal_height = 38 local label local button 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} 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} 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 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 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} 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} 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} 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 button = frame.add({type = "button", caption = " ", name = "planet_button"}) button.style.font = "default-bold" button.style.font_color = { r=0.99, g=0.99, b=0.99} button.style.minimal_width = 75 button = frame.add({type = "button", caption = " ", name = "upgrades_button"}) button.style.font = "default-bold" button.style.font_color = { r=0.99, g=0.99, b=0.99} button.style.minimal_width = 75 end local function update_upgrades_gui(player) local objective = Chrono_table.get_table() if not player.gui.screen["gui_upgrades"] then return end local upgrades = Upgrades.upgrades() local frame = player.gui.screen["gui_upgrades"] local switch = frame["quest_switch"].switch_state for i = 1, #upgrades, 1 do local t = frame["upgrades_table" .. i] t["upgrade" .. i].number = objective.upgrades[i] t["upgrade" .. i].tooltip = upgrades[i].tooltip t["upgrade_label" .. i].tooltip = upgrades[i].tooltip if objective.upgrades[i] == upgrades[i].max_level then t["maxed" .. i].visible = true t["jump_req" .. i].visible = false for index,_ in pairs(upgrades[i].cost) do t[index .. "-" .. i].visible = false end else t["maxed" .. i].visible = false t["jump_req" .. i].visible = true t["jump_req" .. i].number = upgrades[i].jump_limit for index,item in pairs(upgrades[i].cost) do t[index .. "-" .. i].visible = true t[index .. "-" .. i].number = item.count end end if upgrades[i].quest then if switch == "left" then t.visible = false else t.visible = true end else if switch == "right" then t.visible = false else t.visible = true end end end end local function planet_gui(player) local objective = Chrono_table.get_table() if player.gui.screen["gui_planet"] then player.gui.screen["gui_planet"].destroy() return end local planet = objective.planet[1] local evolution = game.forces["enemy"].evolution_factor local frame = player.gui.screen.add{type = "frame", name = "gui_planet", caption = {"chronosphere.gui_planet_button"}, direction = "vertical"} frame.location = {x = 650, y = 45} frame.style.minimal_height = 300 frame.style.maximal_height = 500 frame.style.minimal_width = 200 frame.style.maximal_width = 400 local l = {} l[1] = frame.add({type = "label", name = "planet_name", caption = {"chronosphere.gui_planet_0", planet.type.name}}) l[2] = frame.add({type = "label", caption = {"chronosphere.gui_planet_1"}}) local table0 = frame.add({type = "table", name = "planet_ores", column_count = 3}) table0.add({type = "sprite-button", name = "iron-ore", sprite = "item/iron-ore", enabled = false, number = planet.type.iron}) table0.add({type = "sprite-button", name = "copper-ore", sprite = "item/copper-ore", enabled = false, number = planet.type.copper}) table0.add({type = "sprite-button", name = "coal", sprite = "item/coal", enabled = false, number = planet.type.coal}) table0.add({type = "sprite-button", name = "stone", sprite = "item/stone", enabled = false, number = planet.type.stone}) table0.add({type = "sprite-button", name = "uranium-ore", sprite = "item/uranium-ore", enabled = false, number = planet.type.uranium}) table0.add({type = "sprite-button", name = "oil", sprite = "fluid/crude-oil", enabled = false, number = planet.type.oil}) l[3] = frame.add({type = "label", name = "richness", caption = {"chronosphere.gui_planet_2", planet.ore_richness.name}}) frame.add({type = "label", name = "planet_time", caption = {"chronosphere.gui_planet_5", planet.day_speed.name}}) frame.add({type = "line"}) frame.add({type = "label", name = "planet_biters", caption = {"chronosphere.gui_planet_3", math_floor(evolution * 1000) / 10}}) frame.add({type = "label", name = "planet_biters2", caption = {"chronosphere.gui_planet_4"}}) frame.add({type = "label", name = "planet_biters3", caption = {"chronosphere.gui_planet_4_1", objective.overstaycount * 2.5, objective.overstaycount * 10}}) frame.add({type = "line"}) frame.add({type = "label", name = "overstay_time", caption = {"chronosphere.gui_planet_7", "",""}}) frame.add({type = "line"}) local close = frame.add({type = "button", name = "close_planet", caption = "Close"}) close.style.horizontal_align = "center" -- for i = 1, 3, 1 do -- l[i].style.font = "default-game" -- end return l end local function update_planet_gui(player) local objective = Chrono_table.get_table() local difficulty = Difficulty.get().difficulty_vote_value if not player.gui.screen["gui_planet"] then return end local planet = objective.planet[1] local evolution = game.forces["enemy"].evolution_factor local evo_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))) } local frame = player.gui.screen["gui_planet"] frame["planet_name"].caption = {"chronosphere.gui_planet_0", planet.type.name} frame["planet_ores"]["iron-ore"].number = planet.type.iron frame["planet_ores"]["copper-ore"].number = planet.type.copper frame["planet_ores"]["coal"].number = planet.type.coal frame["planet_ores"]["stone"].number = planet.type.stone frame["planet_ores"]["uranium-ore"].number = planet.type.uranium frame["planet_ores"]["oil"].number = planet.type.oil frame["richness"].caption = {"chronosphere.gui_planet_2", planet.ore_richness.name} frame["planet_biters"].caption = {"chronosphere.gui_planet_3", math_floor(evolution * 1000) / 10} frame["planet_biters"].style.font_color = evo_color frame["planet_biters3"].caption = {"chronosphere.gui_planet_4_1", objective.overstaycount * 2.5, objective.overstaycount * 10} frame["planet_time"].caption = {"chronosphere.gui_planet_5", planet.day_speed.name} if objective.jump_countdown_start_time == -1 then if objective.chronojumps >= Balance.jumps_until_overstay_is_on(difficulty) then local time_until_overstay = (objective.chronochargesneeded * 0.75 / objective.passive_chronocharge_rate - objective.passivetimer) if time_until_overstay < 0 then frame["overstay_time"].caption = {"chronosphere.gui_overstayed"} else frame["overstay_time"].caption = {"chronosphere.gui_planet_6", math_floor(time_until_overstay / 60), math_floor(time_until_overstay % 60)} end else frame["overstay_time"].caption = {"chronosphere.gui_planet_7",Balance.jumps_until_overstay_is_on(difficulty)} end else if objective.chronojumps >= Balance.jumps_until_overstay_is_on(difficulty) then local overstayed = (objective.chronochargesneeded * 0.75 / objective.passive_chronocharge_rate < objective.jump_countdown_start_time) if overstayed then frame["overstay_time"].caption = {"chronosphere.gui_overstayed"} else frame["overstay_time"].caption = {"chronosphere.gui_not_overstayed"} end else frame["overstay_time"].caption = {"chronosphere.gui_planet_7",Balance.jumps_until_overstay_is_on(difficulty)} end end end local function ETA_seconds_until_full(power, storedbattery) -- in watts and joules local objective = Chrono_table.get_table() local n = objective.chronochargesneeded - objective.chronocharges if n <= 0 then return 0 else local eta = math_max(0, n - storedbattery/1000000) / (power/1000000 + objective.passive_chronocharge_rate) if eta < 1 then return 1 end return math_floor(eta) end end function Public_gui.update_gui(player) local objective = Chrono_table.get_table() local difficulty = Difficulty.get().difficulty_vote_value local tick = game.tick update_planet_gui(player) update_upgrades_gui(player) 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 gui.charger.caption = {"chronosphere.gui_2"} if (objective.chronochargesneeded<100000) then gui.charger_value.caption = string.format("%.2f", objective.chronocharges/1000) .. " / " .. math_floor(objective.chronochargesneeded)/1000 .. " GJ" else gui.charger_value.caption = string.format("%.2f", objective.chronocharges/1000000) .. " / " .. math_floor(objective.chronochargesneeded)/1000000 .. " TJ" end local interval = objective.chronochargesneeded gui.progressbar.value = 1 - (objective.chronochargesneeded - objective.chronocharges) / interval --[[ if (objective.chronochargesneeded<1000) then gui.charger_value.caption = objective.chronocharges .. "/" .. objective.chronochargesneeded .. " MJ" elseif (objective.chronochargesneeded<10000) then gui.charger_value.caption = math_floor(objective.chronocharges/10)/100 .. " / " .. math_floor(objective.chronochargesneeded/10)/100 .. " GJ" elseif (objective.chronochargesneeded<1000000) then gui.charger_value.caption = math_floor(objective.chronocharges/100)/10 .. " / " .. math_floor(objective.chronochargesneeded/100)/10 .. " GJ" elseif (objective.chronochargesneeded<10000000) then gui.charger_value.caption = math_floor(objective.chronocharges/10000)/100 .. " / " .. math_floor(objective.chronochargesneeded/10000)/100 .. " TJ" else gui.charger_value.caption = math_floor(objective.chronocharges/100000)/10 .. " / " .. math_floor(objective.chronochargesneeded/100000)/10 .. " TJ" end ]] if objective.jump_countdown_start_time == -1 then --if tick % 60 == 58 then -- charge history updates --local history = objective.accumulator_energy_history --objective.accumulator_energy_history = {} local powerobserved,storedbattery,seconds_ETA = 0,0,0 --if #history == 2 and history[1] and history[2] then -- powerobserved = (history[2] - history[1]) / 54 * 60 -- storedbattery = history[2] --end seconds_ETA = ETA_seconds_until_full(powerobserved, storedbattery) gui.timer.caption = {"chronosphere.gui_3"} gui.timer_value.caption = math_floor(seconds_ETA / 60) .. "m" .. seconds_ETA % 60 .. "s" gui.timer_value.style.font_color = {r = 0, g = 0.98, b = 0} if objective.planet[1].type.id == 19 and objective.passivetimer > 31 then local nukecase = objective.dangertimer gui.timer2.caption = {"chronosphere.gui_3_2"} gui.timer_value2.caption = math_floor(nukecase / 60) .. "m" .. 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 local bestcase = 0 if objective.accumulators then bestcase = math_floor(ETA_seconds_until_full(#objective.accumulators * 300000, storedbattery)) gui.timer2.caption = {"chronosphere.gui_3_1"} gui.timer_value2.caption = math_floor(bestcase / 60) .. "m" .. bestcase % 60 .. "s (drawing " .. #objective.accumulators * 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 end --end if objective.chronojumps >= Balance.jumps_until_overstay_is_on(difficulty) then local time_until_overstay = (objective.chronochargesneeded * 0.75 / objective.passive_chronocharge_rate - objective.passivetimer) local time_until_evo = (objective.chronochargesneeded * 0.5 / objective.passive_chronocharge_rate - objective.passivetimer) if time_until_evo <= seconds_ETA then gui.timer_value.style.font_color = {r = 0.98, g = 0.5, b = 0} end if time_until_overstay <= seconds_ETA then gui.timer_value.style.font_color = {r = 0.98, g = 0, b = 0} end local first_part = "Biters permanently evolve in: " .. math_floor(time_until_overstay/60) .. "m" .. math_floor(time_until_overstay) % 60 .. "s" if time_until_overstay < 0 then first_part = "Biters permanently evolve in: " .. math_floor(time_until_overstay/60) .. "m" .. 59 - (math_floor(time_until_overstay) % 60) .. "s" end local second_part = "Evolution ramps up on this planet in: " .. math_floor(time_until_evo/60) .. "m" .. math_floor(time_until_evo) % 60 .. "s" if time_until_evo < 0 then second_part = "Evolution ramps up on this planet in: " .. math_floor(time_until_evo/60) .. "m" .. 59 - (math_floor(time_until_evo) % 60) .. "s" end gui.timer_value.tooltip = first_part .. "\n" .. second_part else gui.timer_value.tooltip = "" end else gui.timer.caption = {"chronosphere.gui_3_3"} gui.timer_value.caption = 180 - (objective.passivetimer - objective.jump_countdown_start_time) .. "s" gui.timer.tooltip = "" gui.timer_value.tooltip = "" gui.timer2.caption = "" gui.timer_value2.caption = "" end gui.planet_button.caption = {"chronosphere.gui_planet_button"} gui.upgrades_button.caption = {"chronosphere.gui_upgrades_button"} end local function upgrades_gui(player) if player.gui.screen["gui_upgrades"] then player.gui.screen["gui_upgrades"].destroy() return end local objective = Chrono_table.get_table() local costs = {} local upgrades = Upgrades.upgrades() local frame = player.gui.screen.add{type = "frame", name = "gui_upgrades", caption = "ChronoTrain Upgrades", direction = "vertical"} frame.location = {x = 350, y = 45} frame.style.minimal_height = 300 frame.style.maximal_height = 900 frame.style.minimal_width = 330 frame.style.maximal_width = 630 frame.add({type = "label", caption = {"chronosphere.gui_upgrades_1"}}) frame.add({type = "label", caption = {"chronosphere.gui_upgrades_2"}}) frame.add({type = "switch", name = "quest_switch", switch_state = "left", allow_none_state = false, left_label_caption = {"chronosphere.gui_upgrades_switch_left"}, right_label_caption = {"chronosphere.gui_upgrades_switch_right"}}) for i = 1, #upgrades, 1 do local upg_table = frame.add({type = "table", name = "upgrades_table" .. i, column_count = 10}) upg_table.add({type = "sprite-button", name = "upgrade" .. i, enabled = false, sprite = upgrades[i].sprite, number = objective.upgrades[i], tooltip = upgrades[i].tooltip}) local name = upg_table.add({type = "label", name ="upgrade_label" .. i, caption = upgrades[i].name, tooltip = upgrades[i].tooltip}) name.style.width = 200 local maxed = upg_table.add({type = "sprite-button", name = "maxed" .. i, enabled = false, sprite = "virtual-signal/signal-check", tooltip = "Upgrade maxed!", visible = false}) local jumps = upg_table.add({type = "sprite-button", name = "jump_req" .. i, enabled = false, sprite = "virtual-signal/signal-J", number = upgrades[i].jump_limit, tooltip = {"chronosphere.gui_upgrades_jumps"}, visible = true}) for index,item in pairs(upgrades[i].cost) do costs[index] = upg_table.add({type = "sprite-button", name = index .. "-" .. i, number = item.count, sprite = item.sprite, enabled = false, tooltip = {item.tt .. "." .. item.name}, visible = true}) end if objective.upgrades[i] == upgrades[i].max_level then maxed.visible = true jumps.visible = false for index,_ in pairs(upgrades[i].cost) do costs[index].visible = false end else maxed.visible = false jumps.visible = true for index,_ in pairs(upgrades[i].cost) do costs[index].visible = true end end if upgrades[i].quest then upg_table.visible = false end end frame.add({type = "line", direction = "horizontal"}) local close = frame.add({type = "button", name = "close_upgrades", caption = "Close"}) close.style.horizontally_stretchable = true return costs end function Public_gui.on_gui_click(event) if not event then return end if not event.element then return end if not event.element.valid then return end local player = game.players[event.element.player_index] if event.element.name == "upgrades_button" then upgrades_gui(player) return elseif event.element.name == "planet_button" then planet_gui(player) return elseif event.element.name == "minimap_button" then Minimap.minimap(player, false) elseif event.element.name =="icw_map" or event.element.name == "icw_map_frame" then Minimap.toggle_minimap(event) elseif event.element.name == "switch_auto_map" then Minimap.toggle_auto(player) end if event.element.type ~= "button" and event.element.type ~= "sprite-button" then return end local name = event.element.name if name == "close_upgrades" then upgrades_gui(player) return end if name == "close_planet" then planet_gui(player) return end end return Public_gui