local Public = {} local Table = require 'modules.scrap_towny_ffa.table' local info = [[You wake up on this god-forsaken planet with a bunch of other desolate fools. Who will survive? You better found a town and start producing and defending yourself! Have fun and be comfy ^.^ ]] local info_adv = [[ # Goal of the game Survive as long as you can. Raid other towns. Defend your town. # Advanced tips and tricks It's best to found new towns far from existing towns, as enemies will become aggressive with town's research. Are you out of ore patches? Make sure you researched steel processing, then hand mine a few big rocks to find ore patches under them! The town market is the heart of your town. If it is destroyed, you lose everything. So protect it well, repair it whenever possible, and if you can afford, increase its health by purchasing upgrades. It's possible to automate trading with the town center! How cool is that?!! Try it out. When building your town, note that you may only build nearby existing structures such as your town market and walls and any other structure you have placed. Beware that biters and spitters become more aggressive towards towns that are advanced in research. Their evolution will scale around technology progress in any nearby towns and pollution levels. # Alliances Once a town is formed, members may invite other players and teams using a coin. To invite another player, drop a coin on that player (with the Z key). To accept an invite, offer a coin in return to the member. To leave a town, simply drop coal on the market. As a member of a town, your respawn point will change to that of the town. To form any alliance with another town, drop a coin on a member or their market. If they agree they can reciprocate with a coin offering. ]] function Public.toggle_button(player) if player.gui.top['towny_map_intro_button'] then return end local b = player.gui.top.add({type = 'sprite-button', caption = 'Info', name = 'towny_map_intro_button', tooltip = 'Show Info'}) b.style.font_color = {r = 0.5, g = 0.3, b = 0.99} b.style.font = 'heading-1' b.style.minimal_height = 38 b.style.minimal_width = 80 b.style.top_padding = 1 b.style.left_padding = 1 b.style.right_padding = 1 b.style.bottom_padding = 1 end function Public.show(player, info_type) local ffatable = Table.get_table() if player.gui.center['towny_map_intro_frame'] then player.gui.center['towny_map_intro_frame'].destroy() end local frame = player.gui.center.add {type = 'frame', name = 'towny_map_intro_frame'} frame = frame.add {type = 'frame', direction = 'vertical'} local t = frame.add {type = 'table', column_count = 2} local label = t.add {type = 'label', caption = 'Active Factions:'} label.style.font = 'heading-1' label.style.font_color = {r = 0.85, g = 0.85, b = 0.85} label.style.right_padding = 8 t = t.add {type = 'table', column_count = 4} local label2 = t.add {type = 'label', caption = 'Outlander' .. ':' .. #game.forces.player.connected_players .. ' '} label2.style.font_color = {170, 170, 170} label2.style.font = 'heading-3' label2.style.minimal_width = 80 for _, town_center in pairs(ffatable.town_centers) do local force = town_center.market.force local label3 = t.add {type = 'label', caption = force.name .. ':' .. #force.connected_players .. ' '} label3.style.font = 'heading-3' label3.style.minimal_width = 80 label3.style.font_color = town_center.color end frame.add {type = 'line'} local cap = info if info_type == 'adv' then cap = info_adv end local l2 = frame.add {type = 'label', caption = cap} l2.style.single_line = false l2.style.font = 'heading-2' l2.style.font_color = {r = 0.8, g = 0.7, b = 0.99} end function Public.close(event) if not event.element then return end if not event.element.valid then return end local parent = event.element.parent for _ = 1, 4, 1 do if not parent then return end if parent.name == 'towny_map_intro_frame' then parent.destroy() return end parent = parent.parent end end function Public.toggle(event) if not event.element then return end if not event.element.valid then return end if event.element.name == 'towny_map_intro_button' then local player = game.players[event.player_index] if player.gui.center['towny_map_intro_frame'] then player.gui.center['towny_map_intro_frame'].destroy() else Public.show(player, 'adv') end end end local function on_gui_click(event) Public.close(event) Public.toggle(event) end local Event = require 'utils.event' Event.add(defines.events.on_gui_click, on_gui_click) return Public