--luacheck:ignore local Public = {} local Server = require 'utils.server' local forces = { {name = 'north', color = {r = 0, g = 0, b = 200}}, {name = 'spectator', color = {r = 111, g = 111, b = 111}}, {name = 'south', color = {r = 200, g = 0, b = 0}} } local function get_player_array(force_name) local a = {} for _, p in pairs(game.forces[force_name].connected_players) do a[#a + 1] = p.name end return a end local function freeze_players() if not global.freeze_players then return end global.team_manager_default_permissions = {} local p = game.permissions.get_group('Default') for action_name, _ in pairs(defines.input_action) do global.team_manager_default_permissions[action_name] = p.allows_action(defines.input_action[action_name]) p.set_allows_action(defines.input_action[action_name], false) end local defs = { defines.input_action.write_to_console, defines.input_action.gui_click, defines.input_action.gui_selection_state_changed, defines.input_action.gui_checked_state_changed, defines.input_action.gui_elem_changed, defines.input_action.gui_text_changed, defines.input_action.gui_value_changed, defines.input_action.edit_permission_group } for _, d in pairs(defs) do p.set_allows_action(d, true) end end local function unfreeze_players() local p = game.permissions.get_group('Default') for action_name, _ in pairs(defines.input_action) do if global.team_manager_default_permissions[action_name] then p.set_allows_action(defines.input_action[action_name], true) end end end local function leave_corpse(player) if not player.character then return end local inventories = { player.get_inventory(defines.inventory.character_main), player.get_inventory(defines.inventory.character_guns), player.get_inventory(defines.inventory.character_ammo), player.get_inventory(defines.inventory.character_armor), player.get_inventory(defines.inventory.character_vehicle), player.get_inventory(defines.inventory.character_trash) } local corpse = false for _, i in pairs(inventories) do for index = 1, #i, 1 do if not i[index].valid then break end corpse = true break end if corpse then player.character.die() break end end if player.character then player.character.destroy() end player.character = nil player.set_controller({type = defines.controllers.god}) player.create_character() end local function switch_force(player_name, force_name) if not game.players[player_name] then game.print('Team Manager >> Player ' .. player_name .. ' does not exist.', {r = 0.98, g = 0.66, b = 0.22}) return end if not game.forces[force_name] then game.print('Team Manager >> Force ' .. force_name .. ' does not exist.', {r = 0.98, g = 0.66, b = 0.22}) return end local player = game.players[player_name] player.force = game.forces[force_name] game.print(player_name .. ' has been switched into team ' .. force_name .. '.', {r = 0.98, g = 0.66, b = 0.22}) Server.to_discord_bold(player_name .. ' has joined team ' .. force_name .. '!') leave_corpse(player) global.chosen_team[player_name] = nil if force_name == 'spectator' then spectate(player, true) else join_team(player, force_name, true) end end function Public.draw_top_toggle_button(player) if player.gui.top['team_manager_toggle_button'] then player.gui.top['team_manager_toggle_button'].destroy() end local button = player.gui.top.add({type = 'sprite-button', name = 'team_manager_toggle_button', caption = 'Team Manager', tooltip = tooltip}) button.style.font = 'heading-2' button.style.font_color = {r = 0.88, g = 0.55, b = 0.11} button.style.minimal_height = 38 button.style.minimal_width = 120 button.style.top_padding = 2 button.style.left_padding = 0 button.style.right_padding = 0 button.style.bottom_padding = 2 end local function draw_manager_gui(player) if player.gui.center['team_manager_gui'] then player.gui.center['team_manager_gui'].destroy() end local frame = player.gui.center.add({type = 'frame', name = 'team_manager_gui', caption = 'Manage Teams', direction = 'vertical'}) local t = frame.add({type = 'table', name = 'team_manager_root_table', column_count = 5}) local i2 = 1 for i = 1, #forces * 2 - 1, 1 do if i % 2 == 1 then local l = t.add({type = 'sprite-button', caption = string.upper(forces[i2].name), name = forces[i2].name}) l.style.minimal_width = 160 l.style.maximal_width = 160 l.style.font_color = forces[i2].color l.style.font = 'heading-1' i2 = i2 + 1 else local tt = t.add({type = 'label', caption = ' '}) end end local i2 = 1 for i = 1, #forces * 2 - 1, 1 do if i % 2 == 1 then local list_box = t.add({type = 'list-box', name = 'team_manager_list_box_' .. i2, items = get_player_array(forces[i2].name)}) list_box.style.minimal_height = 360 list_box.style.minimal_width = 160 list_box.style.maximal_height = 480 i2 = i2 + 1 else local tt = t.add({type = 'table', column_count = 1}) local b = tt.add({type = 'sprite-button', name = i2 - 1, caption = '→'}) b.style.font = 'heading-1' b.style.maximal_height = 38 b.style.maximal_width = 38 local b = tt.add({type = 'sprite-button', name = i2, caption = '←'}) b.style.font = 'heading-1' b.style.maximal_height = 38 b.style.maximal_width = 38 end end frame.add({type = 'label', caption = ''}) local t = frame.add({type = 'table', name = 'team_manager_bottom_buttons', column_count = 4}) local button = t.add( { type = 'button', name = 'team_manager_close', caption = 'Close', tooltip = 'Close this window.' } ) button.style.font = 'heading-2' if global.tournament_mode then button = t.add( { type = 'button', name = 'team_manager_activate_tournament', caption = 'Tournament Mode Enabled', tooltip = 'Only admins can move players and vote for difficulty.\nActive players can no longer go spectate.\nNew joining players are spectators.' } ) button.style.font_color = {r = 222, g = 22, b = 22} else button = t.add( { type = 'button', name = 'team_manager_activate_tournament', caption = 'Tournament Mode Disabled', tooltip = 'Only admins can move players. Active players can no longer go spectate. New joining players are spectators.' } ) button.style.font_color = {r = 55, g = 55, b = 55} end button.style.font = 'heading-2' if global.freeze_players then button = t.add( { type = 'button', name = 'team_manager_freeze_players', caption = 'Unfreeze Players', tooltip = 'Releases all players.' } ) button.style.font_color = {r = 222, g = 22, b = 22} else button = t.add( { type = 'button', name = 'team_manager_freeze_players', caption = 'Freeze Players', tooltip = 'Freezes all players, unable to perform actions, until released.' } ) button.style.font_color = {r = 55, g = 55, b = 222} end button.style.font = 'heading-2' if global.training_mode then button = t.add( { type = 'button', name = 'team_manager_activate_training', caption = 'Training Mode Activated', tooltip = "Feed your own team's biters and only teams with players gain threat & evo." } ) button.style.font_color = {r = 222, g = 22, b = 22} else button = t.add( { type = 'button', name = 'team_manager_activate_training', caption = 'Training Mode Disabled', tooltip = "Feed your own team's biters and only teams with players gain threat & evo." } ) button.style.font_color = {r = 55, g = 55, b = 55} end button.style.font = 'heading-2' end local function set_custom_team_name(force_name, team_name) if team_name == '' then global.tm_custom_name[force_name] = nil return end if not team_name then global.tm_custom_name[force_name] = nil return end global.tm_custom_name[force_name] = tostring(team_name) end local function custom_team_name_gui(player, force_name) if player.gui.center['custom_team_name_gui'] then player.gui.center['custom_team_name_gui'].destroy() return end local frame = player.gui.center.add({type = 'frame', name = 'custom_team_name_gui', caption = 'Set custom team name:', direction = 'vertical'}) local text = force_name if global.tm_custom_name[force_name] then text = global.tm_custom_name[force_name] end local textfield = frame.add({type = 'textfield', name = force_name, text = text}) local t = frame.add({type = 'table', column_count = 2}) local button = t.add( { type = 'button', name = 'custom_team_name_gui_set', caption = 'Set', tooltip = 'Set custom team name.' } ) button.style.font = 'heading-2' local button = t.add( { type = 'button', name = 'custom_team_name_gui_close', caption = 'Close', tooltip = 'Close this window.' } ) button.style.font = 'heading-2' end local function team_manager_gui_click(event) local player = game.players[event.player_index] local name = event.element.name if game.forces[name] then if not player.admin then player.print('Only admins can change team names.', {r = 175, g = 0, b = 0}) return end custom_team_name_gui(player, name) player.gui.center['team_manager_gui'].destroy() return end if name == 'team_manager_close' then player.gui.center['team_manager_gui'].destroy() return end if name == 'team_manager_activate_tournament' then if not player.admin then player.print('Only admins can switch tournament mode.', {r = 175, g = 0, b = 0}) return end if global.tournament_mode then global.tournament_mode = false draw_manager_gui(player) game.print('>>> Tournament Mode has been disabled.', {r = 111, g = 111, b = 111}) return end global.tournament_mode = true draw_manager_gui(player) game.print('>>> Tournament Mode has been enabled!', {r = 225, g = 0, b = 0}) return end if name == 'team_manager_freeze_players' then if global.freeze_players then if not player.admin then player.print('Only admins can unfreeze players.', {r = 175, g = 0, b = 0}) return end global.freeze_players = false draw_manager_gui(player) game.print('>>> Players have been unfrozen!', {r = 255, g = 77, b = 77}) unfreeze_players() return end if not player.admin then player.print('Only admins can freeze players.', {r = 175, g = 0, b = 0}) return end global.freeze_players = true draw_manager_gui(player) game.print('>>> Players have been frozen!', {r = 111, g = 111, b = 255}) freeze_players() return end if name == 'team_manager_activate_training' then if not player.admin then player.print('Only admins can switch training mode.', {r = 175, g = 0, b = 0}) return end if global.training_mode then global.training_mode = false global.game_lobby_active = true draw_manager_gui(player) game.print('>>> Training Mode has been disabled.', {r = 111, g = 111, b = 111}) return end global.training_mode = true global.game_lobby_active = false draw_manager_gui(player) game.print('>>> Training Mode has been enabled!', {r = 225, g = 0, b = 0}) return end if not event.element.parent then return end local element = event.element.parent if not element.parent then return end local element = element.parent if element.name ~= 'team_manager_root_table' then return end if not player.admin then player.print('Only admins can manage teams.', {r = 175, g = 0, b = 0}) return end local listbox = player.gui.center['team_manager_gui']['team_manager_root_table']['team_manager_list_box_' .. tonumber(name)] local selected_index = listbox.selected_index if selected_index == 0 then player.print('No player selected.', {r = 175, g = 0, b = 0}) return end local player_name = listbox.items[selected_index] local m = -1 if event.element.caption == '→' then m = 1 end local force_name = forces[tonumber(name) + m].name switch_force(player_name, force_name) draw_manager_gui(player) end function Public.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 == 'team_manager_toggle_button' then if player.gui.center['team_manager_gui'] then player.gui.center['team_manager_gui'].destroy() return end draw_manager_gui(player) return end if player.gui.center['team_manager_gui'] then team_manager_gui_click(event) end if player.gui.center['custom_team_name_gui'] then if name == 'custom_team_name_gui_set' then local custom_name = player.gui.center['custom_team_name_gui'].children[1].text local force_name = player.gui.center['custom_team_name_gui'].children[1].name set_custom_team_name(force_name, custom_name) player.gui.center['custom_team_name_gui'].destroy() draw_manager_gui(player) return end if name == 'custom_team_name_gui_close' then player.gui.center['custom_team_name_gui'].destroy() draw_manager_gui(player) return end end end return Public