--scoreboard by mewmew local event = require 'utils.event' local sorting_symbol = {ascending = "▲", descending = "▼"} local function create_score_button(player) if not player.gui.top.score then local button = player.gui.top.add({ type = "sprite-button", name = "score", sprite = "item/rocket-silo", tooltip = "Scoreboard" }) button.style.minimal_height = 38 button.style.minimal_width = 38 button.style.padding = 1 end end local function get_score_list(force) local score = global.score[force] local score_list = {} for _, p in pairs(game.connected_players) do if score.players[p.name] then local score = score.players[p.name] table.insert(score_list, { name = p.name, killscore = score.killscore or 0, deaths = score.deaths or 0, built_entities = score.built_entities or 0, mined_entities = score.mined_entities or 0, }) end end return score_list end local function get_sorted_list(method, column_name, score_list) local comparators = { ["ascending"] = function(a,b) return a[column_name] < b[column_name] end, ["descending"] = function(a,b) return a[column_name] > b[column_name] end } table.sort(score_list, comparators[method]) return score_list end local biters = {"small-biter", "medium-biter", "big-biter", "behemoth-biter", "small-spitter", "medium-spitter", "big-spitter", "behemoth-spitter"} local function get_total_biter_killcount(force) local count = 0 for _, biter in pairs(biters) do count = count + force.kill_count_statistics.get_input_count(biter) end return count end local function add_global_stats(frame, player) local score = global.score[player.force.name] local t = frame.add { type = "table", column_count = 5} local l = t.add { type = "label", caption = "Rockets launched: "} l.style.font = "default-game" l.style.font_color = {r = 175, g = 75, b = 255} l.style.minimal_width = 140 local str = "0" if score.rocket_launches then str = tostring(score.rocket_launches) end local l = t.add { type = "label", caption = str} l.style.font = "default-listbox" l.style.font_color = { r=0.9, g=0.9, b=0.9} l.style.minimal_width = 123 local l = t.add { type = "label", caption = "Dead biters: "} l.style.font = "default-game" l.style.font_color = { r=0.90, g=0.3, b=0.3} l.style.minimal_width = 100 local l = t.add { type = "label", caption = tostring(get_total_biter_killcount(player.force))} l.style.font = "default-listbox" l.style.font_color = { r=0.9, g=0.9, b=0.9} l.style.minimal_width = 145 local l = t.add { type = "checkbox", caption = "Show floating numbers", state = global.show_floating_killscore[player.name], name = "show_floating_killscore_texts" } l.style.font_color = { r=0.8, g=0.8, b=0.8} end local function show_score(player) if player.gui.left["score_panel"] then player.gui.left["score_panel"].destroy() end local frame = player.gui.left.add { type = "frame", name = "score_panel", direction = "vertical" } -- Global stats : rockets, biters kills add_global_stats(frame, player) -- Separator local l = frame.add { type = "label", caption = "---------------------------------------------------------------------------------------------------------------"} l.style.font_color = { r=0.9, g=0.9, b=0.9 } -- Score per player local t = frame.add { type = "table", column_count = 5 } -- Score headers local headers = { { name = "score_player", caption = "Player" }, { column = "killscore", name = "score_killscore", caption = "Killscore" }, { column = "deaths", name = "score_deaths", caption = "Deaths" }, { column = "built_entities", name = "score_built_entities", caption = "Built structures" }, { column = "mined_entities", name = "score_mined_entities", caption = "Mined entities" } } local sorting_pref = global.score_sort_by[player.name] for _, header in ipairs(headers) do local cap = header.caption -- Add sorting symbol if any if header.column and sorting_pref.column == header.column then local symbol = sorting_symbol[sorting_pref.method] cap = symbol .. cap end -- Header local label = t.add { type = "label", caption = cap, name = header.name } label.style.font = "default-listbox" label.style.font_color = { r=0.98, g=0.66, b=0.22 } -- yellow label.style.minimal_width = 140 end -- Score list local score_list = get_score_list(player.force.name) if #game.connected_players > 1 then score_list = get_sorted_list(sorting_pref.method, sorting_pref.column, score_list) end -- New pane for scores (while keeping headers at same position) local scroll_pane = frame.add({ type = "scroll-pane", name = "score_scroll_pane", direction = "vertical", horizontal_scroll_policy = "never", vertical_scroll_policy = "auto"}) scroll_pane.style.maximal_height = 400 local t = scroll_pane.add { type = "table", column_count = 5} -- Score entries for _, entry in pairs(score_list) do local p = game.players[entry.name] local special_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 } local line = { { caption = entry.name, color = special_color }, { caption = tostring(entry.killscore) }, { caption = tostring(entry.deaths) }, { caption = tostring(entry.built_entities) }, { caption = tostring(entry.mined_entities) } } local default_color = { r=0.9, g=0.9, b=0.9 } for _, column in ipairs(line) do local label = t.add { type = "label", caption = column.caption, color = column.color or default_color } label.style.font = "default" label.style.minimal_width = 140 label.style.maximal_width = 140 end -- foreach column end -- foreach entry end -- show_score local function refresh_score_full() for _, player in pairs(game.connected_players) do if player.gui.left["score_panel"] then show_score(player) end end end --[[ local function refresh_score() for _, player in pairs(game.connected_players) do if player.gui.left["score_panel"] then if global.score[player.force.name].rocket_launches then player.gui.left["score_panel"].children[1].children[2].caption = global.score[player.force.name].rocket_launches end player.gui.left["score_panel"].children[1].children[4].caption = get_total_biter_killcount(player.force) local score = global.score[player.force.name] local score_list = {} for _, p in pairs(game.connected_players) do local killscore = 0 if score.players[p.name].killscore then killscore = score.players[p.name].killscore end local deaths = 0 if score.players[p.name].deaths then deaths = score.players[p.name].deaths end local built_entities = 0 if score.players[p.name].built_entities then built_entities = score.players[p.name].built_entities end local mined_entities = 0 if score.players[p.name].mined_entities then mined_entities = score.players[p.name].mined_entities end table.insert(score_list, {name = p.name, killscore = killscore, deaths = deaths, built_entities = built_entities, mined_entities = mined_entities}) end if #game.connected_players > 1 then score_list = get_sorted_list(global.score_sort_by[player.name].method, global.score_sort_by[player.name].column, score_list) end local index = 1 for _, entry in pairs(score_list) do player.gui.left["score_panel"].children[4].children[1].children[index].caption = entry.name local p = game.players[entry.name] local 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} player.gui.left["score_panel"].children[4].children[1].children[index].style.font_color = color index = index + 1 player.gui.left["score_panel"].children[4].children[1].children[index].caption = tostring(entry.killscore) index = index + 1 player.gui.left["score_panel"].children[4].children[1].children[index].caption = tostring(entry.deaths) index = index + 1 player.gui.left["score_panel"].children[4].children[1].children[index].caption = tostring(entry.built_entities) index = index + 1 player.gui.left["score_panel"].children[4].children[1].children[index].caption = tostring(entry.mined_entities) index = index + 1 end end end end ]] local function init_player_table(player) if not player then return end if not global.score[player.force.name] then global.score[player.force.name] = {} end if not global.score[player.force.name].players then global.score[player.force.name].players = {} end if not global.score[player.force.name].players[player.name] then global.score[player.force.name].players[player.name] = {} end end local function on_player_joined_game(event) local player = game.players[event.player_index] if not global.score then global.score = {} end init_player_table(player) if not global.score_sort_by then global.score_sort_by = {} end if not global.score_sort_by[player.name] then global.score_sort_by[player.name] = {method = "descending", column = "killscore"} end if not global.show_floating_killscore then global.show_floating_killscore = {} end if not global.show_floating_killscore[player.name] then global.show_floating_killscore[player.name] = false end create_score_button(player) refresh_score_full() end local function on_player_left_game(event) refresh_score_full() end local function 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] local name = event.element.name -- Handles click on the score button if name == "score" then if player.gui.left["score_panel"] then player.gui.left["score_panel"].destroy() else global.score_sort_by[player.name].get_sorted_list = true show_score(player) end return end -- Handles click on the checkbox, for floating score if name == "show_floating_killscore_texts" then global.show_floating_killscore[player.name] = event.element.state return end -- Handles click on a score header local element_to_column = { ["score_killscore"] = "killscore", ["score_deaths"] = "deaths", ["score_built_entities"] = "built_entities", ["score_mined_entities"] = "mined_entities" } local column = element_to_column[name] if column then local sorting_pref = global.score_sort_by[player.name] if sorting_pref.column == column and sorting_pref.method == "descending" then sorting_pref.method = "ascending" else sorting_pref.method = "descending" sorting_pref.column = column end show_score(player) return end -- No more to handle end local function on_rocket_launched(event) local force_name = event.rocket_silo.force.name if not global.score[force_name] then global.score[force_name] = {} end local force_score = global.score[force_name] force_score.rocket_launches = 1 + (force_score.rocket_launches or 0) --game.print ("A rocket has been launched!", {r=0.98, g=0.66, b=0.22}) refresh_score_full() end local score_table = { ["small-biter"] = 5, ["medium-biter"] = 15, ["big-biter"] = 30, ["behemoth-biter"] = 100, ["small-spitter"] = 5, ["medium-spitter"] = 15, ["big-spitter"] = 30, ["behemoth-spitter"] = 100, ["biter-spawner"] = 200, ["spitter-spawner"] = 200, ["small-worm-turret"] = 50, ["medium-worm-turret"] = 150, ["big-worm-turret"] = 300, ["player"] = 1000 } local function on_entity_died(event) local player = false local passenger = false local train_passengers = false local proximity_list = {} -- Handles worm kills with no cause if event.entity.type == "turret" then local radius = 24 local position = event.entity.position local insert = table.insert --Since we cannot reliably get the player who killed the worm, get all players in a radius and award them xp for _, p in pairs(game.connected_players) do if p.position.x < position.x + radius and p.position.x > position.x - radius and p.position.y < position.y + radius and p.position.y > position.y - radius then insert(proximity_list, {player = p}) end end end -- Unit/Spawner Kills if event.entity.type == "unit" or event.entity.type == "unit-spawner" then if event.cause then if event.cause.name == "character" then player = event.cause.player end --Check for passengers if event.cause.type == "car" then player = event.cause.get_driver() passenger = event.cause.get_passenger() if player then player = player.player end if passenger then passenger = passenger.player end end if event.cause.type == "locomotive" then player = event.cause.get_driver() train_passengers = event.cause.train.passengers end if not train_passengers and not passenger and not player then return end if event.cause.force.name == event.entity.force.name then return end init_player_table(player) if not global.score[event.force.name] then global.score[event.force.name] = {} end if not global.score[event.force.name].players then global.score[event.force.name].players = {} end if not global.score[event.force.name].players then global.score[event.force.name].players[player.name] = {} end end end if score_table[event.entity.name] then local show_floating_text = false local color = {r=0.98, g=0.66, b=0.22} -- Color based on main player color if #proximity_list <= 0 and player then color = player.color color.r = color.r * 0.6 + 0.4 color.g = color.g * 0.6 + 0.4 color.b = color.b * 0.6 + 0.4 end local rewarded_players = {} if player then table.insert(rewarded_players, player) end for _,p in pairs(proximity_list) do table.insert(rewarded_players, p.player) end if passenger then table.insert(rewarded_players, passenger) end if train_passengers then for _,p in pairs(train_passengers) do table.insert(rewarded_players, p) end end -- Add killscore local points = score_table[event.entity.name] for _, p in pairs(rewarded_players) do -- Handles floating text if global.show_floating_killscore[p.name] == true then show_floating_text = true end -- Add local score = global.score[event.force.name].players[p.name] score.killscore = points + (score.killscore or 0) end if show_floating_text == true then event.entity.surface.create_entity({name = "flying-text", position = event.entity.position, text = tostring(points), color = color}) end end end local function on_player_died(event) local player = game.players[event.player_index] init_player_table(player) local score = global.score[player.force.name].players[player.name] score.deaths = 1 + (score.deaths or 0) end local function on_player_mined_entity(event) local player = game.players[event.player_index] init_player_table(player) local score = global.score[player.force.name].players[player.name] score.mined_entities = 1 + (score.mined_entities or 0) end local function on_built_entity(event) if not event.created_entity.valid then return end if event.created_entity.type == "entity-ghost" then return end local player = game.players[event.player_index] init_player_table(player) local score = global.score[player.force.name].players[player.name] score.built_entities = 1 + (score.built_entities or 0) end local function on_tick(event) if game.tick % 300 == 0 then refresh_score_full() end end event.add(defines.events.on_tick, on_tick) event.add(defines.events.on_player_mined_entity, on_player_mined_entity) event.add(defines.events.on_player_died, on_player_died) event.add(defines.events.on_built_entity, on_built_entity) event.add(defines.events.on_entity_died, on_entity_died) event.add(defines.events.on_gui_click, on_gui_click) event.add(defines.events.on_player_joined_game, on_player_joined_game) event.add(defines.events.on_player_left_game, on_player_left_game) event.add(defines.events.on_rocket_launched, on_rocket_launched)