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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/modules/hunger_games.lua
Gerkiz 4dd532e9f0 This commit fixes issue #132
Changes:
global.score is now inside of global.tokens
2020-04-27 21:09:45 +02:00

472 lines
18 KiB
Lua

-- "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"
local Score = require "comfy_panel.score"
--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 get_score = Score.get_table().score_table
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 get_score then
if get_score[player.force.name] then
if get_score[player.force.name].players[player.name] then
get_score[player.force.name].players[player.name].built_entities = get_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)