-- "Hunger Games" or "Anarchy" mode - by mewmew -- create a tag group to form alliances -- empty groups will be deleted -- join or create a team to be able to play require "modules.custom_death_messages" require "maps.hunger_games_map_intro" require "modules.dynamic_player_spawn" --require "maps.modules.hunger_games_balance" local event = require 'utils.event' local message_color = {r=0.98, g=0.66, b=0.22} local function anarchy_gui_button(player) if not player.gui.top["anarchy_group_button"] then local b = player.gui.top.add({type = "button", name = "anarchy_group_button", caption = "[Group]", tooltip = "Join / Create a group"}) b.style.font_color = {r = 0.77, g = 0.77, b = 0.77} b.style.font = "default-bold" b.style.minimal_height = 38 b.style.minimal_width = 38 b.style.top_padding = 2 b.style.left_padding = 4 b.style.right_padding = 4 b.style.bottom_padding = 2 end end local function anarchy_gui(player) local group_name_width = 160 local description_width = 200 local members_width = 120 local member_columns = 3 local actions_width = 60 local total_height = 350 if player.gui.left["anarchy_group_frame"] then player.gui.left["anarchy_group_frame"].destroy() end local frame = player.gui.left.add({type = "frame", name = "anarchy_group_frame", direction = "vertical"}) frame.style.minimal_height = total_height local t = frame.add({type = "table", column_count = 5}) local headings = {{"Title", group_name_width}, {"Description", description_width}, {"Members", members_width * member_columns}, {"", actions_width*2 - 30}} for _, h in pairs (headings) do local l = t.add({ type = "label", caption = h[1]}) l.style.font_color = { r=0.98, g=0.66, b=0.22} l.style.font = "default-listbox" l.style.top_padding = 6 l.style.minimal_height = 40 l.style.minimal_width = h[2] l.style.maximal_width = h[2] end local b = t.add {type = "button", caption = "X", name = "close_alliance_group_frame", align = "right"} b.style.font = "default" b.style.minimal_height = 30 b.style.minimal_width = 30 b.style.top_padding = 2 b.style.left_padding = 4 b.style.right_padding = 4 b.style.bottom_padding = 2 local scroll_pane = frame.add({ type = "scroll-pane", name = "scroll_pane", direction = "vertical", horizontal_scroll_policy = "never", vertical_scroll_policy = "auto"}) scroll_pane.style.maximal_height = total_height - 50 scroll_pane.style.minimal_height = total_height - 50 local t = scroll_pane.add({type = "table", name = "groups_table", column_count = 4}) for _, h in pairs (headings) do local l = t.add({ type = "label", caption = ""}) l.style.minimal_width = h[2] l.style.maximal_width = h[2] end for _, group in pairs (global.alliance_groups) do local l = t.add({ type = "label", caption = group.name}) l.style.font = "default-bold" l.style.top_padding = 16 l.style.bottom_padding = 16 l.style.minimal_width = group_name_width l.style.maximal_width = group_name_width l.style.font_color = group.color l.style.single_line = false local l = t.add({ type = "label", caption = group.description}) l.style.top_padding = 16 l.style.bottom_padding = 16 l.style.minimal_width = description_width l.style.maximal_width = description_width l.style.font_color = {r = 0.90, g = 0.90, b = 0.90} l.style.single_line = false local tt = t.add({ type = "table", column_count = member_columns}) for _, member in pairs (group.members) do local p = game.players[member] if p.connected then local l = tt.add({ type = "label", caption = tostring(p.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} l.style.font_color = color l.style.maximal_width = members_width * 2 end end for _, member in pairs (group.members) do local p = game.players[member] if not p.connected then local l = tt.add({ type = "label", caption = tostring(p.name)}) local color = {r = 0.59, g = 0.59, b = 0.59, a = 1} l.style.font_color = color l.style.maximal_width = members_width * 2 end end local tt = t.add({ type = "table", name = group.name, column_count = 1}) if not group.members[player.name] then local b = tt.add({ type = "button", caption = "Join"}) b.style.font = "default-bold" b.style.minimal_width = actions_width b.style.maximal_width = actions_width end if group.members[player.name] then local b = tt.add({ type = "button", caption = "Leave"}) b.style.font = "default-bold" b.style.minimal_width = actions_width b.style.maximal_width = actions_width end end local frame2 = frame.add({type = "frame", name = "frame2"}) local t = frame2.add({type = "table", name = "group_table", column_count = 3}) local textfield = t.add({ type = "textfield", name = "new_group_name", text = "Name" }) textfield.style.minimal_width = group_name_width local textfield = t.add({ type = "textfield", name = "new_group_description", text = "Description" }) textfield.style.minimal_width = description_width + members_width * member_columns local b = t.add({type = "button", name = "create_new_group", caption = "Create"}) b.style.minimal_width = actions_width*2 - 12 b.style.font = "default-bold" end local function refresh_gui() for _, p in pairs(game.connected_players) do if p.gui.left["anarchy_group_frame"] then local frame = p.gui.left["anarchy_group_frame"] local new_group_name = frame.frame2.group_table.new_group_name.text local new_group_description = frame.frame2.group_table.new_group_description.text anarchy_gui(p) local frame = p.gui.left["anarchy_group_frame"] frame.frame2.group_table.new_group_name.text = new_group_name frame.frame2.group_table.new_group_description.text = new_group_description end end end local function destroy_request_guis(player) for _, p in pairs(game.players) do if p.gui.center["alliance_request_" .. tostring(player.name)] then p.gui.center["alliance_request_" .. tostring(player.name)].destroy() end end end local function request_alliance(group, requesting_player) if not global.alliance_groups[group] then return end global.spam_protection[tostring(requesting_player.name)] = game.tick + 900 destroy_request_guis(requesting_player) for _, member in pairs(global.alliance_groups[group].members) do local player = game.players[member] local frame = player.gui.center.add({type = "frame", caption = tostring(requesting_player.name) .. ' wants to join your group "' .. group .. '"', name = "alliance_request_" .. tostring(requesting_player.name)}) frame.add({type = "label", caption = "", name = group}) frame.add({type = "label", caption = "", name = requesting_player.index}) frame.add({type = "button", caption = "Accept"}) frame.add({type = "button", caption = "Deny"}) end end local function refresh_alliances() local players_to_process = {} for _, player in pairs(game.players) do players_to_process[player.index] = true end for _, group in pairs(global.alliance_groups) do local i = 0 for _, member in pairs(group.members) do local player = game.players[member] players_to_process[player.index] = nil player.gui.top["anarchy_group_button"].caption = "[" .. group.name .. "]" player.tag = "[" .. group.name .. "]" player.force = game.forces[group.name] local permission_group = game.permissions.get_group("Default") permission_group.add_player(player.name) i = i + 1 end if i == 0 then game.print('Group "' .. group.name .. '" has been abandoned!!', {r=0.90, g=0.0, b=0.0}) global.alliance_groups[group.name] = nil --game.merge_forces(game.forces[group.name], game.forces.spectator) game.merge_forces(game.forces[group.name], game.forces.player) end end for _, player in pairs(game.players) do if players_to_process[player.index] then if player.force.name ~= "player" then player.gui.top["anarchy_group_button"].caption = "[Group]" player.tag = "" player.force = game.forces.spectator local permission_group = game.permissions.get_group("spectator") permission_group.add_player(player.name) end players_to_process[player.index] = nil player.print("Please join / create a group to play!", message_color) end end refresh_gui() end local function new_group(frame, player) local new_group_name = frame.frame2.group_table.new_group_name.text local new_group_description = frame.frame2.group_table.new_group_description.text if new_group_name ~= "" and new_group_name ~= "Name" and new_group_description ~= "Description" then new_group_name = tostring(new_group_name) if new_group_name == "spectator" or new_group_name == "player" then player.print("Invalid group name.", {r=0.90, g=0.0, b=0.0}) return end if #game.forces > 60 then player.print("There are too many existing groups.", {r=0.90, g=0.0, b=0.0}) return end if player.tag ~= "" then player.print("You are already in a group.", {r=0.90, g=0.0, b=0.0}) return end if string.len(new_group_name) > 32 then player.print("Group name is too long. 32 characters maximum.", {r=0.90, g=0.0, b=0.0}) return end if string.len(new_group_description) > 128 then player.print("Description is too long. 128 characters maximum.", {r=0.90, g=0.0, b=0.0}) return end if global.alliance_groups[new_group_name] then player.print("This groupname already exists.", {r=0.90, g=0.0, b=0.0}) return end local color = player.color color = {r = color.r * 0.6 + 0.4, g = color.g * 0.6 + 0.4, b = color.b * 0.6 + 0.4, a = 1} global.alliance_groups[new_group_name] = {name = new_group_name, color = color, description = new_group_description, members = {[tostring(player.name)] = player.index}} local color = {r = player.color.r * 0.7 + 0.3, g = player.color.g * 0.7 + 0.3, b = player.color.b * 0.7 + 0.3, a = 1} game.print(tostring(player.name) .. " has founded a new group!", color) game.print('>> ' .. new_group_name, { r=0.98, g=0.66, b=0.22}) game.print(new_group_description, { r=0.85, g=0.85, b=0.85}) frame.frame2.group_table.new_group_name.text = "Name" frame.frame2.group_table.new_group_description.text = "Description" if not game.forces[new_group_name] then game.create_force(new_group_name) end --balancing module, force damage init --init_player_weapon_damage(game.forces[new_group_name]) game.forces[new_group_name].share_chart = false game.forces[new_group_name].technologies["landfill"].enabled = false --game.forces[new_group_name].set_friend("spectator", true) --game.forces["spectator"].set_friend(new_group_name, true) game.forces[new_group_name].set_friend("player", true) game.forces["player"].set_friend(new_group_name, true) refresh_alliances() return 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 name = event.element.name if event.element.caption == "Accept" then local frame = event.element.parent if not frame then return end local group = frame.children[1].name local requesting_player = game.players[tonumber(frame.children[2].name)] if requesting_player.tag then if requesting_player.tag ~= "" then local requesting_player_group = string.sub(requesting_player.tag, 2, string.len(requesting_player.tag) - 1) global.alliance_groups[requesting_player_group].members[tostring(requesting_player.name)] = nil end end global.alliance_groups[group].members[requesting_player.name] = requesting_player.index game.print(tostring(requesting_player.name) .. ' has been accepted into group "' .. group .. '"', message_color) refresh_alliances() destroy_request_guis(requesting_player) return end if event.element.caption == "Deny" then local frame = event.element.parent if not frame then return end local group = frame.children[1].name local requesting_player = game.players[tonumber(frame.children[2].name)] game.print(tostring(requesting_player.name) .. ' has been rejected to join group "' .. group .. '"', message_color) for _, member in pairs(global.alliance_groups[group].members) do local p = game.players[member] if p.gui.center["alliance_request_" .. tostring(requesting_player.name)] then p.gui.center["alliance_request_" .. tostring(requesting_player.name)].destroy() end end return end local frame = player.gui.left["anarchy_group_frame"] if name == "create_new_group" then new_group(frame, player) return end local p = event.element.parent if p then p = p.parent end if p then if p.name == "groups_table" then if event.element.type == "button" and event.element.caption == "Join" then if global.spam_protection[tostring(player.name)] > game.tick then player.print("Please wait " .. math.ceil((global.spam_protection[tostring(player.name)] - game.tick)/60) .. " seconds before sending another request.", message_color) return end destroy_request_guis(player) player.print("A request to join the group has been sent.", message_color) request_alliance(event.element.parent.name, player) end if event.element.type == "button" and event.element.caption == "Leave" then destroy_request_guis(player) global.alliance_groups[event.element.parent.name].members[tostring(player.name)] = nil game.print(tostring(player.name) .. ' has left group "' .. event.element.parent.name .. '"', message_color) refresh_alliances() return end end end if name == "anarchy_group_button" then if frame then frame.destroy() else anarchy_gui(player) end end if name == "close_alliance_group_frame" then frame.destroy() end end local function on_player_joined_game(event) local player = game.players[event.player_index] if not global.alliance_groups then global.alliance_groups = {} end if not global.spam_protection then global.spam_protection = {} end if not global.spam_protection[tostring(player.name)] then global.spam_protection[tostring(player.name)] = game.tick end if not game.forces["spectator"] then game.create_force("spectator") end local permission_group = game.permissions.get_group("spectator") if not permission_group then permission_group = game.permissions.create_group("spectator") for action_name, _ in pairs(defines.input_action) do permission_group.set_allows_action(defines.input_action[action_name], false) end permission_group.set_allows_action(defines.input_action.write_to_console, true) permission_group.set_allows_action(defines.input_action.gui_checked_state_changed, true) permission_group.set_allows_action(defines.input_action.gui_elem_changed, true) permission_group.set_allows_action(defines.input_action.gui_text_changed, true) permission_group.set_allows_action(defines.input_action.gui_value_changed, true) permission_group.set_allows_action(defines.input_action.gui_click, true) permission_group.set_allows_action(defines.input_action.gui_selection_state_changed, true) permission_group.set_allows_action(defines.input_action.open_kills_gui, true) permission_group.set_allows_action(defines.input_action.open_character_gui, true) permission_group.set_allows_action(defines.input_action.edit_permission_group, true) permission_group.set_allows_action(defines.input_action.toggle_show_entity_info, true) end if player.gui.left["group_frame"] then player.gui.left["group_frame"].destroy() end if player.gui.top["group_button"] then player.gui.top["group_button"].destroy() end anarchy_gui_button(player) if player.online_time == 0 then player.force = game.forces.spectator player.print("Join / Create a group to play!", message_color) permission_group.add_player(player.name) end game.forces["spectator"].clear_chart(player.surface) end ----------share chat ------------------- local function on_console_chat(event) if not event.message then return end if event.message == "" then return end if not event.player_index then return end local player = game.players[event.player_index] if player.tag then if player.tag ~= "" then return end end local color = {} color = player.color color.r = color.r * 0.6 + 0.35 color.g = color.g * 0.6 + 0.35 color.b = color.b * 0.6 + 0.35 color.a = 1 for _, target_player in pairs(game.connected_players) do if target_player.name ~= player.name then if target_player.force ~= player.force then target_player.print(player.name .. ": ".. event.message, color) end end end end local function on_player_respawned(event) local player = game.players[event.player_index] player.insert{name = 'iron-plate', count = 8} end local function on_built_entity(event) local entity = event.created_entity if not entity.valid then return end local distance_to_center = math.sqrt(entity.position.x^2 + entity.position.y^2) if distance_to_center > 32 then return end local surface = entity.surface surface.create_entity({name = "flying-text", position = entity.position, text = "Spawn is protected from building.", color = {r=0.88, g=0.1, b=0.1}}) local player = game.players[event.player_index] player.insert({name = entity.name, count = 1}) if global.score then if global.score[player.force.name] then if global.score[player.force.name].players[player.name] then global.score[player.force.name].players[player.name].built_entities = global.score[player.force.name].players[player.name].built_entities - 1 end end end entity.destroy() end --event.add(defines.events.on_built_entity, on_built_entity) --event.add(defines.events.on_player_died, on_player_died) event.add(defines.events.on_player_respawned, on_player_respawned) event.add(defines.events.on_console_chat, on_console_chat) event.add(defines.events.on_gui_click, on_gui_click) event.add(defines.events.on_player_joined_game, on_player_joined_game)