mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
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e91b6a352f
Change global -> storage Rework how rendering works Game prototypes are now stored inside 'prototypes.#' Renamed entity names
310 lines
9.2 KiB
Lua
310 lines
9.2 KiB
Lua
local Event = require 'utils.event'
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local Server = require 'utils.server'
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local Global = require 'utils.global'
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local this = {
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difficulties = {
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[1] = {
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name = 'Peaceful',
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value = 0.25,
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color = { r = 0.00, g = 0.45, b = 0.00 },
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print_color = { r = 0.00, g = 0.8, b = 0.00 },
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enabled = true
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},
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[2] = {
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name = 'Piece of cake',
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value = 0.5,
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color = { r = 0.00, g = 0.35, b = 0.00 },
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print_color = { r = 0.00, g = 0.6, b = 0.00 },
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enabled = true
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},
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[3] = {
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name = 'Easy',
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value = 0.75,
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color = { r = 0.00, g = 0.25, b = 0.00 },
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print_color = { r = 0.00, g = 0.4, b = 0.00 },
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enabled = true
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},
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[4] = {
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name = 'Normal',
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value = 1,
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color = { r = 0.00, g = 0.00, b = 0.25 },
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print_color = { r = 0.0, g = 0.0, b = 0.5 },
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enabled = true
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},
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[5] = {
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name = 'Hard',
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value = 1.5,
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color = { r = 0.25, g = 0.00, b = 0.00 },
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print_color = { r = 0.4, g = 0.0, b = 0.00 },
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enabled = true
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},
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[6] = {
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name = 'Nightmare',
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value = 3,
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color = { r = 0.35, g = 0.00, b = 0.00 },
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print_color = { r = 0.6, g = 0.0, b = 0.00 },
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enabled = true
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},
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[7] = {
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name = 'Impossible',
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value = 5,
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color = { r = 0.45, g = 0.00, b = 0.00 },
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print_color = { r = 0.8, g = 0.0, b = 0.00 },
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enabled = true
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}
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},
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tooltip = {
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[1] = '',
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[2] = '',
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[3] = '',
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[4] = '',
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[5] = '',
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[6] = '',
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[7] = ''
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},
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difficulty_vote_value = 1,
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difficulty_vote_index = 1,
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difficulty_poll_closing_timeout = 54000,
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difficulty_player_votes = {},
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gui_width = 108,
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name = 'Easy',
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print_color = { r = 0.00, g = 0.4, b = 0.00 },
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button_tooltip = nil
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}
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local Public = {}
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Global.register(
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this,
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function (t)
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this = t
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end
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)
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function Public.set_tooltip(...)
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if type(...) == 'table' then
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this.tooltip = ...
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end
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end
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function Public.set_difficulties(...)
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if type(...) == 'table' then
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this.difficulties = ...
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end
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end
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function Public.set_poll_closing_timeout(value)
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this.difficulty_poll_closing_timeout = value or game.tick + 3600 * 20
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end
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function Public.get(key)
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if key then
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return this[key]
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else
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return this
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end
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end
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function Public.get_difficulty_vote_index()
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if this.difficulty_vote_index then
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return this.difficulty_vote_index
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end
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end
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function Public.difficulty_gui()
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local tooltip = { 'modules.difficulty_vote_gui_tooltip', this.name }
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for _, player in pairs(game.connected_players) do
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if player.gui.top['difficulty_gui'] then
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player.gui.top['difficulty_gui'].caption = this.name
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player.gui.top['difficulty_gui'].tooltip = this.button_tooltip or tooltip
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player.gui.top['difficulty_gui'].style.font_color = this.print_color
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else
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local b =
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player.gui.top.add {
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type = 'button',
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caption = this.name,
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tooltip = tooltip,
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name = 'difficulty_gui'
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}
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b.style.font = 'heading-2'
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b.style.font_color = this.print_color
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b.style.minimal_height = 38
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b.style.minimal_width = this.gui_width
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end
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end
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end
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local function poll_difficulty(player)
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if player.gui.screen['difficulty_poll'] then
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player.gui.screen['difficulty_poll'].destroy()
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return
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end
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if game.tick > this.difficulty_poll_closing_timeout then
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if player.online_time ~= 0 then
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local t = math.abs(math.floor((this.difficulty_poll_closing_timeout - game.tick) / 3600))
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local str = { 'modules.difficulty_vote_closed1ago', t }
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if t > 1 then
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str = { 'modules.difficulty_vote_closed2ago', t }
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end
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player.print(str)
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end
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return
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end
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local frame =
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player.gui.screen.add {
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type = 'frame',
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caption = { 'modules.difficulty_vote_vote' },
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name = 'difficulty_poll',
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direction = 'vertical'
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}
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frame.force_auto_center()
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for i = 1, #this.difficulties, 1 do
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local b = frame.add({ type = 'button', name = tostring(i), caption = this.difficulties[i].name })
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b.style.font_color = this.difficulties[i].color
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b.style.font = 'heading-2'
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b.style.minimal_width = 160
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b.tooltip = this.tooltip[i]
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if this.difficulties[i].enabled == false then
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b.visible = false
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end
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end
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frame.add({ type = 'label', caption = '- - - - - - - - - - - - - - - - - -' })
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local b =
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frame.add(
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{
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type = 'button',
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name = 'close',
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caption = { 'modules.difficulty_vote_close_button', math.floor((this.difficulty_poll_closing_timeout - game.tick) / 3600) }
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}
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)
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b.style.font_color = { r = 0.66, g = 0.0, b = 0.66 }
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b.style.font = 'default-semibold'
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b.style.minimal_width = 96
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end
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local function set_difficulty()
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local a = 0
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local vote_count = 0
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for _, d in pairs(this.difficulty_player_votes) do
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a = a + d
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vote_count = vote_count + 1
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end
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if vote_count == 0 then
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return
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end
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a = a / vote_count
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local new_index = math.round(a, 0)
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if this.difficulty_vote_index ~= new_index then
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local message = { 'modules.difficulty_vote_diff_change', this.difficulties[new_index].name }
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game.print(message, this.difficulties[new_index].print_color)
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Server.to_discord_embed(message, true)
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end
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this.difficulty_vote_index = new_index
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this.difficulty_vote_value = this.difficulties[new_index].value
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this.name = this.difficulties[new_index].name
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this.print_color = this.difficulties[new_index].print_color
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end
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function Public.reset_difficulty_poll(tbl)
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if tbl then
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this.difficulty_vote_value = tbl.difficulty_vote_value or 1
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this.difficulty_vote_index = tbl.difficulty_vote_index or 1
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this.difficulty_player_votes = {}
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this.difficulty_poll_closing_timeout = tbl.difficulty_poll_closing_timeout or game.tick + 54000
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for _, p in pairs(game.connected_players) do
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if p.gui.screen['difficulty_poll'] then
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p.gui.screen['difficulty_poll'].destroy()
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end
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poll_difficulty(p)
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end
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Public.difficulty_gui()
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else
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this.difficulty_vote_value = 1
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this.difficulty_vote_index = 1
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this.name = 'Easy'
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this.print_color = { r = 0.00, g = 0.4, b = 0.00 }
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this.difficulty_player_votes = {}
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this.difficulty_poll_closing_timeout = game.tick + 54000
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for _, p in pairs(game.connected_players) do
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if p.gui.screen['difficulty_poll'] then
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p.gui.screen['difficulty_poll'].destroy()
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end
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poll_difficulty(p)
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end
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Public.difficulty_gui()
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end
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end
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local function on_player_joined_game(event)
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local player = game.players[event.player_index]
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if game.tick < this.difficulty_poll_closing_timeout then
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if not this.difficulty_player_votes[player.name] then
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poll_difficulty(player)
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end
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else
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if player.gui.screen['difficulty_poll'] then
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player.gui.screen['difficulty_poll'].destroy()
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end
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end
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Public.difficulty_gui()
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end
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local function on_player_left_game(event)
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if game.tick > this.difficulty_poll_closing_timeout then
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return
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end
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local player = game.players[event.player_index]
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if not this.difficulty_player_votes[player.name] then
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return
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end
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this.difficulty_player_votes[player.name] = nil
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set_difficulty()
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Public.difficulty_gui()
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end
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local function on_gui_click(event)
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if not event then
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return
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end
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if not event.element then
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return
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end
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if not event.element.valid then
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return
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end
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local player = game.players[event.element.player_index]
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if event.element.name == 'difficulty_gui' then
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poll_difficulty(player)
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return
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end
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if event.element.type ~= 'button' then
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return
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end
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if event.element.parent.name ~= 'difficulty_poll' then
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return
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end
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if event.element.name == 'close' then
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event.element.parent.destroy()
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return
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end
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if game.tick > this.difficulty_poll_closing_timeout then
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event.element.parent.destroy()
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return
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end
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local i = tonumber(event.element.name)
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game.print({ 'modules.difficulty_vote_message', player.name, this.difficulties[i].name }, this.difficulties[i].print_color)
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this.difficulty_player_votes[player.name] = i
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set_difficulty()
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Public.difficulty_gui()
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event.element.parent.destroy()
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end
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Event.add(defines.events.on_player_joined_game, on_player_joined_game)
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Event.add(defines.events.on_player_left_game, on_player_left_game)
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Event.add(defines.events.on_gui_click, on_gui_click)
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return Public
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