local Public = {} local Team = require "maps.native_war.team" local XP = require "maps.native_war.xp" local Settings = require "maps.native_war.settings" local button_science_name={} for _ ,nbw in pairs(Settings.nb_of_waves) do for k,sp in pairs(Settings.science_pack) do table.insert(button_science_name , {sp = k, spc = sp.short, button_name = sp.short.."_"..nbw, nbw = nbw}) end end local function create_new_gui_for_market(player,market) local player_inventory = player.get_main_inventory() local player_red_science_pack = player_inventory.get_item_count("automation-science-pack") local player_green_science_pack = player_inventory.get_item_count("logistic-science-pack") local player_grey_science_pack = player_inventory.get_item_count("military-science-pack") local player_blue_science_pack = player_inventory.get_item_count("chemical-science-pack") local player_purple_science_pack = player_inventory.get_item_count("production-science-pack") local player_yellow_science_pack = player_inventory.get_item_count("utility-science-pack") local player_white_science_pack = player_inventory.get_item_count("space-science-pack") local root = player.gui.screen local frame = root.add({type = "frame", name = "market_frame", caption = "Market",direction = "vertical"}) frame.style.font = "default" frame.style.font_color = {r = 0.3, g = 0.65, b = 0.3} frame.style.horizontal_align = "center" frame.add({type = "label", caption="Buy waves of biter/spitter"}) local line = frame.add({type = "line", direction = "horizontal"}) local table = frame.add({type = "table", column_count = 5, draw_horizontal_lines = true, draw_vertical_lines = true}) local case = table.add({type = "sprite", sprite="file/graphics/vide.png"}) case.style.horizontal_align = "center" case.style.right_padding = 30 case.style.left_padding = 30 local case = table.add({type = "sprite", sprite = "entity/small-biter"}) case.style.horizontal_align = "center" case.style.right_padding = 30 case.style.left_padding = 30 local case = table.add({type = "sprite", sprite = "entity/medium-biter"}) case.style.horizontal_align = "center" case.style.right_padding = 30 case.style.left_padding = 30 local case = table.add({type = "sprite", sprite = "entity/big-biter"}) case.style.horizontal_align = "center" case.style.right_padding = 30 case.style.left_padding = 30 local case = table.add({type = "sprite", sprite = "entity/behemoth-biter"}) case.style.horizontal_align = "center" case.style.right_padding = 30 case.style.left_padding = 30 for _, nb in pairs(Settings.nb_of_waves) do local wave_nb = nb local text_wave ="" if wave_nd == 1 then text_wave = wave_nb.." wave" else text_wave = wave_nb.." waves" end local case = table.add({type = "label", caption= text_wave}) case.style.right_padding = 30 local case = table.add({type = "flow", direction = "horizontal"}) case.add({type = "sprite-button", sprite = "item/automation-science-pack", name = "red_"..wave_nb, tooltip = "Buy "..wave_nb.." wave of small biter/spitter.\nPrice: "..wave_nb*Settings.wave_price["automation-science-pack"].price.." [item=automation-science-pack].", number = math.floor((player_red_science_pack/Settings.wave_price["automation-science-pack"].price)/wave_nb)}) case.add({type = "sprite-button", sprite = "item/logistic-science-pack", name = "green_"..wave_nb, tooltip = "Buy 1 wave of small biter/spitter.\nPrice: "..wave_nb*Settings.wave_price["logistic-science-pack"].price.." [item=logistic-science-pack].", number = math.floor((player_green_science_pack/Settings.wave_price["logistic-science-pack"].price)/wave_nb)}) case.style.right_padding = 12 case.style.left_padding = 12 local case = table.add({type = "flow", direction = "horizontal"}) case.add({type = "sprite-button", sprite = "item/military-science-pack", name = "grey_"..wave_nb, tooltip = "Buy "..wave_nb.." wave of medium biter/spitter.\nPrice: "..wave_nb*Settings.wave_price["military-science-pack"].price.." [item=military-science-pack].", number = math.floor((player_grey_science_pack/Settings.wave_price["military-science-pack"].price)/wave_nb)}) case.style.left_padding = 30 case.style.right_padding = 30 local case = table.add({type = "flow", direction = "horizontal"}) case.add({type = "sprite-button", sprite = "item/chemical-science-pack", name = "blue_"..wave_nb, tooltip = "Buy "..wave_nb.." wave of big biter/spitter.\nPrice: "..wave_nb*Settings.wave_price["chemical-science-pack"].price.." [item=chemical-science-pack].", number = math.floor((player_blue_science_pack/Settings.wave_price["chemical-science-pack"].price)/wave_nb)}) case.style.left_padding = 30 case.style.right_padding = 30 local case = table.add({type = "flow", direction = "horizontal"}) case.add({type = "sprite-button", sprite = "item/production-science-pack", name = "purple_"..wave_nb, tooltip = "Buy "..wave_nb.." wave of behemoth biter/spitter.\nPrice: "..wave_nb*Settings.wave_price["production-science-pack"].price.." [item=production-science-pack].", number = math.floor((player_purple_science_pack/Settings.wave_price["production-science-pack"].price)/wave_nb)}) case.add({type = "sprite-button", sprite = "item/utility-science-pack", name = "yellow_"..wave_nb, tooltip = "Buy "..wave_nb.." wave of behemoth biter/spitter.\nPrice: "..wave_nb*Settings.wave_price["utility-science-pack"].price.." [item=utility-science-pack].", number = math.floor((player_yellow_science_pack/Settings.wave_price["utility-science-pack"].price)/wave_nb)}) case.style.right_padding = 12 case.style.left_padding = 12 end local line = frame.add({type = "line", direction = "horizontal"}) frame.add({type = "label", caption="Buy/ugrade worm turret"}) local table = frame.add({type = "table", column_count = 5, draw_horizontal_lines = true, draw_vertical_lines = true}) local case = table.add({type = "sprite", sprite="file/graphics/vide.png"}) case.style.horizontal_align = "center" case.style.right_padding = 30 case.style.left_padding = 30 local case = table.add({type = "sprite", sprite = "entity/small-worm-turret"}) case.style.horizontal_align = "center" case.style.right_padding = 30 case.style.left_padding = 30 local case = table.add({type = "sprite", sprite = "entity/medium-worm-turret"}) case.style.horizontal_align = "center" case.style.right_padding = 30 case.style.left_padding = 30 local case = table.add({type = "sprite", sprite = "entity/big-worm-turret"}) case.style.horizontal_align = "center" case.style.right_padding = 30 case.style.left_padding = 30 local case = table.add({type = "sprite", sprite = "entity/behemoth-worm-turret"}) case.style.horizontal_align = "center" case.style.right_padding = 30 case.style.left_padding = 30 for _, dist in pairs(Settings.worm_dist) do local turret = "" if dist == "all" then turret = "turrets" else turret = "turret" end local case = table.add({type = "label", caption=dist}) case.style.right_padding = 30 local case = table.add({type = "flow", direction = "horizontal"}) case.add({type = "sprite-button", sprite = "item/automation-science-pack", name = "red_"..dist, tooltip = "Buy "..dist.." worm "..turret..".\nPrice: "..Settings.upgrade_turret_price["automation-science-pack"].price.." [item=automation-science-pack].", number = math.floor(player_red_science_pack/Settings.upgrade_turret_price["automation-science-pack"].price)}) case.add({type = "sprite-button", sprite = "item/logistic-science-pack", name = "green_"..dist, tooltip = "Buy "..dist.." worm "..turret..".\nPrice: "..Settings.upgrade_turret_price["logistic-science-pack"].price.." [item=logistic-science-pack].", number = math.floor(player_green_science_pack/Settings.upgrade_turret_price["logistic-science-pack"].price)}) case.style.right_padding = 12 case.style.left_padding = 12 local case = table.add({type = "flow", direction = "horizontal"}) case.add({type = "sprite-button", sprite = "item/military-science-pack", name = "grey_"..dist, tooltip = "Upgrade "..dist.." worm "..turret..".\nPrice: "..Settings.upgrade_turret_price["military-science-pack"].price.." [item=military-science-pack].", number = math.floor(player_grey_science_pack/Settings.upgrade_turret_price["military-science-pack"].price)}) case.style.left_padding = 30 case.style.right_padding = 30 local case = table.add({type = "flow", direction = "horizontal"}) case.add({type = "sprite-button", sprite = "item/chemical-science-pack", name = "blue_"..dist, tooltip = "Upgrade "..dist.." worm "..turret..".\nPrice: "..Settings.upgrade_turret_price["chemical-science-pack"].price.." [item=chemical-science-pack].", number = math.floor(player_blue_science_pack/Settings.upgrade_turret_price["chemical-science-pack"].price)}) case.style.left_padding = 30 case.style.right_padding = 30 local case = table.add({type = "flow", direction = "horizontal"}) case.add({type = "sprite-button", sprite = "item/production-science-pack", name = "purple_"..dist, tooltip = "Upgrade "..dist.." worm "..turret..".\nPrice: "..Settings.upgrade_turret_price["production-science-pack"].price.." [item=production-science-pack].", number = math.floor(player_purple_science_pack/Settings.upgrade_turret_price["production-science-pack"].price)}) case.add({type = "sprite-button", sprite = "item/utility-science-pack", name = "yellow_"..dist, tooltip = "Upgrade "..dist.." worm "..turret..".\nPrice: "..Settings.upgrade_turret_price["utility-science-pack"].price.." [item=utility-science-pack].", number = math.floor(player_yellow_science_pack/Settings.upgrade_turret_price["utility-science-pack"].price)}) case.style.right_padding = 12 case.style.left_padding = 12 end local line = frame.add({type = "line", direction = "horizontal"}) frame.add({type = "label", caption="Upgrade biter"}) local table = frame.add({type = "table", column_count = 5, draw_horizontal_lines = true, draw_vertical_lines = true}) local case = table.add({type = "sprite", sprite="file/graphics/vide.png"}) case.style.horizontal_align = "center" case.style.right_padding = 30 case.style.left_padding = 30 local case = table.add({type = "sprite", sprite="file/graphics/Splash.png"}) case.style.horizontal_align = "center" case.style.right_padding = 30 case.style.left_padding = 30 local case = table.add({type = "sprite", sprite="file/graphics/resist.png"}) case.style.horizontal_align = "center" case.style.right_padding = 30 case.style.left_padding = 30 local case = table.add({type = "sprite", sprite="file/graphics/griffe.png"}) case.style.horizontal_align = "center" case.style.right_padding = 30 case.style.left_padding = 30 local case = table.add({type = "sprite", sprite="file/graphics/life.png"}) case.style.horizontal_align = "center" case.style.right_padding = 30 case.style.left_padding = 30 local xp_t = XP.get_table() local xp_available = xp_t[player.index].xp local case = table.add({type = "flow", direction = "vertical"}) case.add({type = "label", caption="Available XP :"}) case.add({type = "label", caption=math.floor(xp_available)}) local case = table.add({type = "flow", direction = "horizontal"}) local b = case.add({type = "button", name = "xp_splash", caption = "10 XP",tooltip = "Increase spitters splash damage.\nPrice: 10 XP."}) b.style.minimal_width = 50 case.style.top_padding = 5 case.style.left_padding = 20 local case = table.add({type = "flow", direction = "horizontal"}) local b = case.add({type = "button", name = "xp_resistance", caption = "10 XP",tooltip = "Increase resistance of all your biter/spitter.\nPrice: 10 XP."}) b.style.minimal_width = 50 case.style.top_padding = 5 case.style.left_padding = 20 local case = table.add({type = "flow", direction = "horizontal"}) local b = case.add({type = "button", name = "xp_damage", caption = "10 XP",tooltip = "Increase biter melee damage.\nPrice: 10 XP."}) b.style.minimal_width = 50 case.style.top_padding = 5 case.style.left_padding = 20 local case = table.add({type = "flow", direction = "horizontal"}) case.add({type = "sprite-button", name = "add_life", sprite = "item/space-science-pack",tooltip = "Buy extra life for all your biter/spitter.\nPrice: 1000 [item=space-science-pack].", number = math.floor(player_white_science_pack/1000)}) case.style.left_padding = 30 case.style.right_padding = 30 local line = frame.add({type = "line", direction = "horizontal"}) frame.add({type = "button", name = "cancel_market", caption = "Close"}) end local function on_gui_opened(event) if not event then return end if not event.entity then return end if event.entity.name == "market" then local player = game.players[event.player_index] event.entity.operable =false create_new_gui_for_market(player,event.entity) end 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 player_inventory = player.get_main_inventory() --[[if event.element.name == "confirm_rejoin" then player.gui.center["rejoin_question_frame"].destroy() Team.assign_force_to_player(player) Team.teleport_player_to_active_surface(player) Team.put_player_into_random_team(player) game.print(player.name .. " has rejoined the game!") return end if event.element.name == "cancel_rejoin" then player.gui.center["rejoin_question_frame"].destroy() return end if player.force.name == "spectator" then return end if event.element.name == "cancel_spectate" then player.gui.center["spectate_confirmation_frame"].destroy() return end if event.element.name == "cancel_spectate" then player.gui.center["spectate_confirmation_frame"].destroy() return end]] if event.element.name == "cancel_market" then player.gui.screen["market_frame"].destroy() local surface = game.surfaces["native_war"] if player.force.name == "west" then local market = surface.find_entities_filtered{position = {-197,0}, radius = 5, type = "market"} market[1].operable = true elseif player.force.name == "east" then local market = surface.find_entities_filtered{position = {197,0}, radius = 5, type = "market"} market[1].operable = true end return end --[[if event.element.name == "confirm_spectate" then player.gui.screen["spectate_confirmation_frame"].destroy() Team.set_player_to_spectator(player) game.print(player.name .. " has turned into a spectator ghost.") return end if event.element.name == "spectate_button" then if player.gui.screen["spectate_confirmation_frame"] then player.gui.screen["spectate_confirmation_frame"].destroy() else create_spectate_confirmation(player) end return end]] local xp_t = XP.get_table() local xp_available = xp_t[player.index].xp local amount = 10 if event.element.name == "xp_splash" and xp_available >= amount then XP.lost_xp(player, amount) global.map_forces[player.force.name].modifier.splash = global.map_forces[player.force.name].modifier.splash + 0.001 player.gui.screen["market_frame"].destroy() create_new_gui_for_market(player,event.entity) end if event.element.name == "xp_damage" and xp_available >= amount then XP.lost_xp(player, amount) global.map_forces[player.force.name].modifier.damage = global.map_forces[player.force.name].modifier.damage + 0.001 player.gui.screen["market_frame"].destroy() create_new_gui_for_market(player,event.entity) end if event.element.name == "xp_resistance" and xp_available >= amount then XP.lost_xp(player, amount) global.map_forces[player.force.name].modifier.resistance = global.map_forces[player.force.name].modifier.resistance - 0.001 player.gui.screen["market_frame"].destroy() create_new_gui_for_market(player,event.entity) end if event.element.name == "add_life" and player_inventory.get_item_count("space-science-pack") >= 1000 then XP.buy_extra_life(player.force.name) player.remove_item({name="space-science-pack", count=1000}) player.gui.screen["market_frame"].destroy() create_new_gui_for_market(player,event.entity) end for _, button in pairs(button_science_name) do if event.element.name == button.button_name then local count = 0 for i = 1, button.nbw, 1 do if player_inventory.get_item_count(button.sp) < Settings.wave_price[button.sp].price then break end player.remove_item({name=button.sp, count=Settings.wave_price[button.sp].price}) Team.on_buy_wave("native_war", player.force.name, button.spc) count = count + 1 end if count > 0 then if button.nbw > 1 then game.print(player.name.." buy "..count.." waves of biter/spitters using [item="..button.sp.."]", Settings.color[button.sp]) else game.print(player.name.." buy "..count.." wave of biter/spitters using [item="..button.sp.."]", Settings.color[button.sp]) end end player.gui.screen["market_frame"].destroy() create_new_gui_for_market(player,event.entity) break end end for k, button in pairs(Settings.button_upgrade_name) do --sp = k, spc = sp.short, button_name = sp.short.."_"..dist, dist = dist, type_worm = sp.t if event.element.name == k then if player_inventory.get_item_count(button.sp) >= Settings.upgrade_turret_price[button.sp].price then if button.sp == "automation-science-pack" or button.sp == "logistic-science-pack" then if Team.buy_worm_turret(game.surfaces["native_war"], player.force.name, button.dist, player, player_inventory.get_item_count(button.sp),Settings.upgrade_turret_price[button.sp].price, button.sp) then player.gui.screen["market_frame"].destroy() create_new_gui_for_market(player,event.entity) break else player.print("All small worm turrets are already buy", Settings.color["message"]) player.gui.screen["market_frame"].destroy() create_new_gui_for_market(player,event.entity) break end else if Team.upgrade_worm_turret(game.surfaces["native_war"], player.force.name, button.dist, player, player_inventory.get_item_count(button.sp),Settings.upgrade_turret_price[button.sp].price, button.sp, button.type_worm.."-worm-turret") then player.gui.screen["market_frame"].destroy() create_new_gui_for_market(player,event.entity) break else local table_upgrade = { ["medium"] = "small", ["big"] = "medium", ["behemoth"] = "big" } player.print("There is no more "..table_upgrade[button.type_worm].." worm turrets to upgrade with [item="..button.sp.."].", Settings.color["message"]) player.gui.screen["market_frame"].destroy() create_new_gui_for_market(player,event.entity) break end end end end end end local event = require 'utils.event' event.add(defines.events.on_gui_click, on_gui_click) event.add(defines.events.on_gui_opened, on_gui_opened) return Public