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 food_names = { ["automation-science-pack"] = "automation science", ["logistic-science-pack"] = "logistic science", ["military-science-pack"] = "military science", ["chemical-science-pack"] = "chemical science", ["production-science-pack"] = "production science", ["utility-science-pack"] = "utility science", ["space-science-pack"] = "space science" } local gui_values = { [1] = {force = "north", c1 = "Team North", c2 = "JOIN NORTH", 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}}, [2] = {force = "south", c1 = "Team South", c2 = "JOIN SOUTH", 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}} } local function create_sprite_button(player) if player.gui.top["bb_toggle_button"] then return end local button = player.gui.top.add { name = "bb_toggle_button", type = "sprite-button", sprite = "entity/behemoth-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} for _, gui_value in pairs(gui_values) do local t = frame.add { type = "table", column_count = 3 } local l = t.add { type = "label", caption = gui_value.c1} l.style.font = "heading-2" l.style.font_color = gui_value.color1 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} frame.add { type = "label", caption = "-----------------------------------------------------------"} 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.north.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 end end local function create_main_gui(player) if player.gui.left["bb_main_gui"] then player.gui.left["bb_main_gui"].destroy() end if player.force.name == "player" then create_first_join_gui(player) return end local frame = player.gui.left.add { type = "frame", name = "bb_main_gui", direction = "vertical" } if player.force.name ~= "spectator" then frame.add { type = "table", name = "biter_battle_table", column_count = 4 } local t = frame.biter_battle_table local foods = {"automation-science-pack","logistic-science-pack","military-science-pack","chemical-science-pack","production-science-pack","utility-science-pack","space-science-pack","raw-fish"} local food_tooltips = {"1 Mutagen factor","3 Mutagen factor", "12 Mutagen factor", "24 Mutagen factor", "80 Mutagen factor", "138 Mutagen factor", "420 Mutagen factor", "Send spy"} local x = 1 for _, f in pairs(foods) do local s = t.add { type = "sprite-button", name = f, sprite = "item/" .. f } s.tooltip = {"",food_tooltips[x]} s.style.minimal_height = 42 s.style.minimal_width = 42 s.style.top_padding = 0 s.style.left_padding = 0 s.style.right_padding = 0 s.style.bottom_padding = 0 x = x + 1 end end for _, gui_value in pairs(gui_values) do local t = frame.add { type = "table", column_count = 3 } local l = t.add { type = "label", caption = gui_value.c1} l.style.font = "default-bold" l.style.font_color = gui_value.color1 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} 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 local t = frame.add { type = "table", column_count = 4 } local l = t.add { type = "label", caption = "Evo:"} --l.style.minimal_width = 25 l.tooltip = gui_value.t1 local l = t.add {type = "label", caption = tostring(math.ceil(100 * global.bb_evolution[gui_value.force])) .. "%"} l.style.minimal_width = 38 l.style.font_color = gui_value.color2 l.style.font = "default-bold" l.tooltip = gui_value.t1 local l = t.add { type = "label", caption = "Threat: "} l.style.minimal_width = 25 l.tooltip = gui_value.t2 local l = t.add { type = "label", caption = math.ceil(global.bb_threat[gui_value.force])} l.style.font_color = gui_value.color2 l.style.font = "default-bold" l.style.minimal_width = 25 l.tooltip = gui_value.t2 frame.add { type = "label", caption = "-----------------------------"} end local t = frame.add { type = "table", column_count = 2 } if player.force.name == "spectator" 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 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 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.minimal_width = 86 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 end local function join_team(player, force_name) 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 #game.forces[force_name].connected_players > #game.forces[enemy_team].connected_players then player.print("Team " .. force_name .. " has too many players currently.", {r = 0.98, g = 0.66, b = 0.22}) return end if global.chosen_team[player.name] then if game.tick - global.spectator_rejoin_delay[player.name] < 1800 then player.print( "Not ready to return to your team yet. Please wait " .. 30-(math.ceil((game.tick - global.spectator_rejoin_delay[player.name])/60)) .. " seconds.", {r = 0.98, g = 0.66, b = 0.22} ) return end local p = surface.find_non_colliding_position("player", game.forces[force_name].get_spawn_position(surface), 8, 0.5) player.teleport(p, surface) player.force = game.forces[force_name] player.character.destructible = true refresh_gui() game.permissions.get_group("Default").add_player(player.name) game.print("Team " .. player.force.name .. " player " .. player.name .. " is no longer spectating.", {r = 0.98, g = 0.66, b = 0.22}) return end player.teleport(surface.find_non_colliding_position("player", game.forces[force_name].get_spawn_position(surface), 3, 1)) player.force = game.forces[force_name] player.character.destructible = true game.permissions.get_group("Default").add_player(player.name) game.print(player.name .. " has joined team " .. player.force.name .. "!", {r = 0.98, g = 0.66, b = 0.22}) local i = player.get_inventory(defines.inventory.player_main) i.clear() player.insert {name = 'pistol', count = 1} player.insert {name = 'raw-fish', count = 3} player.insert {name = 'firearm-magazine', count = 16} player.insert {name = 'iron-gear-wheel', count = 4} player.insert {name = 'iron-plate', count = 8} player.insert {name = 'utility-science-pack', count = 5000} player.insert {name = 'automation-science-pack', count = 1000} global.chosen_team[player.name] = force_name refresh_gui() end local function spectate(player) player.teleport(player.surface.find_non_colliding_position("player", {0,0}, 2, 1)) player.force = game.forces.spectator player.character.destructible = false game.print(player.name .. " is spectating.", {r = 0.98, g = 0.66, b = 0.22}) local permission_group = game.permissions.get_group("spectator") permission_group.add_player(player.name) global.spectator_rejoin_delay[player.name] = game.tick create_main_gui(player) end local function join_gui_click(name, player) local team = { ["join_north_button"] = "north", ["join_south_button"] = "south" } 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 to join the game.", { 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 player.force.name == "player" 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(18000 / #game.connected_players) else global.game_lobby_timeout = 5999940 end create_sprite_button(player) if player.online_time ~= 0 then return end 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