local bb_config = require "maps.biter_battles_v2.config" 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" local Tables = require "maps.biter_battles_v2.tables" local wait_messages = Tables.wait_messages local food_names = Tables.gui_foods local math_random = math.random require "maps.biter_battles_v2.spec_spy" 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}, 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}, tech_spy = "spy-south-tech", prod_spy = "spy-south-prod"} } 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"}) 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 create_first_join_gui(player) if not global.game_lobby_timeout then global.game_lobby_timeout = 5999940 end if global.game_lobby_timeout - game.tick < 0 then global.game_lobby_active = false end local frame = player.gui.left.add { type = "frame", name = "bb_main_gui", direction = "vertical" } local b = frame.add{ type = "label", caption = "Defend your Rocket Silo!" } 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 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 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 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 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 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) return end end local frame = player.gui.left.add { type = "frame", name = "bb_main_gui", direction = "vertical" } -- 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 for food_name, tooltip in pairs(food_names) do local s = t.add { type = "sprite-button", name = food_name, sprite = "item/" .. food_name } s.tooltip = tooltip s.style.minimal_height = 41 s.style.minimal_width = 41 s.style.top_padding = 0 s.style.left_padding = 0 s.style.right_padding = 0 s.style.bottom_padding = 0 end 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} 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 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 -- 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 local evo = math.floor(1000 * global.bb_evolution[gui_value.biter_force]) * 0.1 local l = t.add {type = "label", caption = evo .. "%"} l.style.minimal_width = 38 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])} l.style.font_color = gui_value.color2 l.style.font = "default-bold" l.style.width = 50 l.tooltip = gui_value.t2 -- 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 = "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_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 local function refresh_gui() for _, player in pairs(game.connected_players) do if player.gui.left["bb_main_gui"] then create_main_gui(player) end end global.gui_refresh_delay = game.tick + 5 end function refresh_gui_threat() if global.gui_refresh_delay > game.tick then return end for _, player in pairs(game.connected_players) do if player.gui.left["bb_main_gui"] then if player.gui.left["bb_main_gui"].stats_north then player.gui.left["bb_main_gui"].stats_north.threat_north.caption = math.floor(global.bb_threat["north_biters"]) player.gui.left["bb_main_gui"].stats_south.threat_south.caption = math.floor(global.bb_threat["south_biters"]) end end end global.gui_refresh_delay = game.tick + 5 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 = "south" if force_name == "south" then enemy_team = "north" end if not global.training_mode and global.bb_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] < 3600 then player.print( "Not ready to return to your team yet. Please wait " .. 60-(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 refresh_gui() game.permissions.get_group("Default").add_player(player) game.print("Team " .. player.force.name .. " player " .. player.name .. " is no longer spectating.", {r = 0.98, g = 0.66, b = 0.22}) 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 game.print(player.name .. " has joined team " .. c .. "!", {r = 0.98, g = 0.66, b = 0.22}) end local i = player.get_inventory(defines.inventory.character_main) 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 = 'iron-gear-wheel', count = 8} player.insert {name = 'iron-plate', count = 16} global.chosen_team[player.name] = force_name player.spectator = false refresh_gui() 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", {0,0}, 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) global.spectator_rejoin_delay[player.name] = game.tick create_main_gui(player) player.spectator = true end local function join_gui_click(name, player) local team = { ["join_north_button"] = "north", ["join_south_button"] = "south" } 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 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 == "bb_toggle_button" then if player.gui.left["bb_main_gui"] then player.gui.left["bb_main_gui"].destroy() else create_main_gui(player) 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) else player.print("You are too far away from spawn to spectate.",{ r=0.98, g=0.66, b=0.22}) end return end if name == "bb_hide_players" then global.bb_view_players[player.name] = false create_main_gui(player) end if name == "bb_view_players" then 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 -- else -- player.force = game.forces.player -- end --end create_sprite_button(player) create_main_gui(player) 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