local Public_gui = {} local math_floor = math.floor local math_ceil = math.ceil local math_abs = math.abs local math_max = math.max local math_min = math.min local Upgrades = require "maps.chronosphere.upgrade_list" local function create_gui(player) local frame = player.gui.top.add({ type = "frame", name = "chronosphere"}) frame.style.maximal_height = 38 local 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} local 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} local 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 local 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 local 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} local 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} local 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} local 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 local 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 local 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) if not player.gui.screen["gui_upgrades"] then return end local upgrades = Upgrades.upgrades() local frame = player.gui.screen["gui_upgrades"] for i = 1, #upgrades, 1 do local t = frame["upgrades_table" .. i] t["upgrade" .. i].number = global.objective.upgrades[i] t["upgrade" .. i].tooltip = upgrades[i].tooltip t["upgrade_label" .. i].tooltip = upgrades[i].tooltip if global.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 end end local function update_planet_gui(player) if not player.gui.screen["gui_planet"] then return end local planet = global.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.name.name} frame["planet_ores"]["iron-ore"].number = planet.name.iron frame["planet_ores"]["copper-ore"].number = planet.name.copper frame["planet_ores"]["coal"].number = planet.name.coal frame["planet_ores"]["stone"].number = planet.name.stone frame["planet_ores"]["uranium-ore"].number = planet.name.uranium frame["planet_ores"]["oil"].number = planet.name.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", global.objective.passivejumps * 2.5, global.objective.passivejumps * 10} frame["planet_time"].caption = {"chronosphere.gui_planet_5", planet.day_speed.name} end function Public_gui.update_gui(player) local objective = global.objective 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 local interval = objective.chrononeeds gui.progressbar.value = 1 - (objective.chrononeeds - objective.chronotimer) / interval gui.charger.caption = {"chronosphere.gui_2"} gui.charger_value.caption = objective.chronotimer .. " / " .. objective.chrononeeds gui.timer.caption = {"chronosphere.gui_3"} gui.timer_value.caption = math_floor((objective.chrononeeds - objective.chronotimer) / 60) .. " min, " .. (objective.chrononeeds - objective.chronotimer) % 60 .. " s" if objective.chronojumps > 5 then local overstay_timer_min = math_floor((objective.chrononeeds * 0.75 - objective.passivetimer) / 60) local evo_timer_min = math_floor((objective.chrononeeds * 0.5 - objective.passivetimer) / 60) local first_part = "If overstaying this, other planets can evolve: " .. overstay_timer_min .. " min, " .. (objective.chrononeeds * 0.75 - objective.passivetimer) % 60 .. " s" if overstay_timer_min < 0 then first_part = "If overstaying this, other planets can evolve: " .. overstay_timer_min .. " min, " .. 59 - ((objective.chrononeeds * 0.75 - objective.passivetimer) % 60) .. " s" end local second_part = "This planet gets additional evolution growth in: " ..evo_timer_min .. " min, " .. (objective.chrononeeds * 0.5 - objective.passivetimer) % 60 .. " s" if evo_timer_min < 0 then second_part = "This planet gets additional evolution growth in: " ..evo_timer_min .. " min, " .. 59 -((objective.chrononeeds * 0.5 - objective.passivetimer) % 60) .. " s" end gui.timer_value.tooltip = first_part .. "\n" .. second_part else gui.timer_value.tooltip = "After planet 5, biters will get additional permanent evolution for staying too long on each planet." end gui.planet_button.caption = {"chronosphere.gui_planet_button"} gui.upgrades_button.caption = {"chronosphere.gui_upgrades_button"} local acus = 0 if global.acumulators then acus = #global.acumulators end local bestcase = math_floor((objective.chrononeeds - objective.chronotimer) / (1 + math_floor(acus/10))) local nukecase = objective.dangertimer if objective.planet[1].name.id == 19 and objective.passivetimer > 31 then gui.timer2.caption = {"chronosphere.gui_3_2"} gui.timer_value2.caption = math_floor(nukecase / 60) .. " min, " .. 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 gui.timer2.caption = {"chronosphere.gui_3_1"} gui.timer_value2.caption = math_floor(bestcase / 60) .. " min, " .. bestcase % 60 .. " s (when using " .. acus * 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 local function upgrades_gui(player) if player.gui.screen["gui_upgrades"] then player.gui.screen["gui_upgrades"].destroy() return end local objective = global.objective 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"}}) 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 = global.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 = "Required jump number", visible = true}) local costs = {} 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 global.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 end frame.add({type = "button", name = "close_upgrades", caption = "Close"}) end local function planet_gui(player) if player.gui.screen["gui_planet"] then player.gui.screen["gui_planet"].destroy() return end local planet = global.objective.planet[1] local evolution = game.forces["enemy"].evolution_factor local frame = player.gui.screen.add{type = "frame", name = "gui_planet", caption = "Planet Info", 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.name.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.name.iron}) table0.add({type = "sprite-button", name = "copper-ore", sprite = "item/copper-ore", enabled = false, number = planet.name.copper}) table0.add({type = "sprite-button", name = "coal", sprite = "item/coal", enabled = false, number = planet.name.coal}) table0.add({type = "sprite-button", name = "stone", sprite = "item/stone", enabled = false, number = planet.name.stone}) table0.add({type = "sprite-button", name = "uranium-ore", sprite = "item/uranium-ore", enabled = false, number = planet.name.uranium}) table0.add({type = "sprite-button", name = "oil", sprite = "fluid/crude-oil", enabled = false, number = planet.name.oil}) l[3] = frame.add({type = "label", name = "richness", caption = {"chronosphere.gui_planet_2", planet.ore_richness.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", global.objective.passivejumps * 2.5, global.objective.passivejumps * 10}}) frame.add({type = "line"}) frame.add({type = "label", name = "planet_time", caption = {"chronosphere.gui_planet_5", planet.day_speed.name}}) 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 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 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