1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/biter_battles_v2/gui.lua
2019-03-16 20:25:21 +01:00

391 lines
14 KiB
Lua

local event = require 'utils.event'
local spy_fish = require "maps.biter_battles_v2.spy_fish"
local feed_the_biters = require "maps.biter_battles_v2.feeding"
local food_names = {
["automation-science-pack"] = "automation science",
["logistic-science-pack"] = "logistic science",
["military-science-pack"] = "military science",
["chemical-science-pack"] = "chemical science",
["production-science-pack"] = "production science",
["utility-science-pack"] = "utility science",
["space-science-pack"] = "space science"
}
local gui_values = {
["north"] = {force = "north", biter_force = "north_biters", c1 = "Team North", c2 = "JOIN NORTH", n1 = "join_north_button",
t1 = "Evolution of the North side biters. Can go beyond 100% for endgame modifiers.",
t2 = "Threat causes biters to attack. Reduces when biters are slain.", color1 = {r = 0.55, g = 0.55, b = 0.99}, color2 = {r = 0.66, g = 0.66, b = 0.99}},
["south"] = {force = "south", biter_force = "south_biters", c1 = "Team South", c2 = "JOIN SOUTH", n1 = "join_south_button",
t1 = "Evolution of the South side biters. Can go beyond 100% for endgame modifiers.",
t2 = "Threat causes biters to attack. Reduces when biters are slain.", color1 = {r = 0.99, g = 0.33, b = 0.33}, color2 = {r = 0.99, g = 0.44, b = 0.44}}
}
local function create_sprite_button(player)
if player.gui.top["bb_toggle_button"] then return end
local button = player.gui.top.add({type = "sprite-button", name = "bb_toggle_button", sprite = "entity/big-spitter"})
button.style.font = "default-bold"
button.style.minimal_height = 38
button.style.minimal_width = 38
button.style.top_padding = 2
button.style.left_padding = 4
button.style.right_padding = 4
button.style.bottom_padding = 2
end
local function create_team_lock_gui(player)
if player.gui.top["bb_team_lock_button"] then player.gui.top["bb_team_lock_button"].destroy() end
if player.admin == false and global.teams_are_locked ~= true then return end
local caption = "Teams unlocked"
local color = {r = 0.33, g = 0.77, b = 0.33}
if global.teams_are_locked then
caption = "Teams locked"
color = {r = 0.77, g = 0.33, b = 0.33}
end
local button = player.gui.top.add({type = "sprite-button", name = "bb_team_lock_button", caption = caption})
button.style.font = "heading-2"
button.style.font_color = color
button.style.minimal_height = 38
button.style.minimal_width = 120
button.style.top_padding = 2
button.style.left_padding = 4
button.style.right_padding = 4
button.style.bottom_padding = 2
end
local function create_first_join_gui(player)
if not global.game_lobby_timeout then global.game_lobby_timeout = 5999940 end
if global.game_lobby_timeout - game.tick < 0 then global.game_lobby_active = false end
local frame = player.gui.left.add { type = "frame", name = "bb_main_gui", direction = "vertical" }
local b = frame.add{ type = "label", caption = "Defend your Rocket Silo!" }
b.style.font = "heading-1"
b.style.font_color = {r=0.98, g=0.66, b=0.22}
local b = frame.add { type = "label", caption = "Feed the enemy team's biters to gain advantage!" }
b.style.font = "heading-2"
b.style.font_color = {r=0.98, g=0.66, b=0.22}
for _, gui_value in pairs(gui_values) do
local t = frame.add { type = "table", column_count = 3 }
local l = t.add { type = "label", caption = gui_value.c1}
l.style.font = "heading-2"
l.style.font_color = gui_value.color1
local l = t.add { type = "label", caption = " - "}
local l = t.add { type = "label", caption = #game.forces[gui_value.force].connected_players .. " Players "}
l.style.font_color = { r=0.22, g=0.88, b=0.22}
frame.add { type = "label", caption = "-----------------------------------------------------------"}
local c = gui_value.c2
local font_color = gui_value.color1
if global.game_lobby_active then
font_color = {r=0.7, g=0.7, b=0.7}
c = c .. " (waiting for players... "
c = c .. math.ceil((global.game_lobby_timeout - game.tick)/60)
c = c .. ")"
end
local t = frame.add { type = "table", column_count = 4 }
for _, p in pairs(game.forces[gui_value.force].connected_players) do
local l = t.add({type = "label", caption = p.name})
l.style.font_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 = "heading-2"
end
local b = frame.add { type = "sprite-button", name = gui_value.n1, caption = c }
b.style.font = "default-large-bold"
b.style.font_color = font_color
b.style.minimal_width = 350
end
end
local function create_main_gui(player)
if player.gui.left["bb_main_gui"] then player.gui.left["bb_main_gui"].destroy() end
if global.bb_game_won_by_team then return end
if player.force.name == "player" then create_first_join_gui(player) return end
local frame = player.gui.left.add { type = "frame", name = "bb_main_gui", direction = "vertical" }
if player.force.name ~= "spectator" then
frame.add { type = "table", name = "biter_battle_table", column_count = 4 }
local t = frame.biter_battle_table
local foods = {"automation-science-pack","logistic-science-pack","military-science-pack","chemical-science-pack","production-science-pack","utility-science-pack","space-science-pack","raw-fish"}
local food_tooltips = {"1 Mutagen factor","3 Mutagen factor", "12 Mutagen factor", "24 Mutagen factor", "80 Mutagen factor", "138 Mutagen factor", "420 Mutagen factor", "Send spy"}
local x = 1
for _, f in pairs(foods) do
local s = t.add { type = "sprite-button", name = f, sprite = "item/" .. f }
s.tooltip = {"",food_tooltips[x]}
s.style.minimal_height = 42
s.style.minimal_width = 42
s.style.top_padding = 0
s.style.left_padding = 0
s.style.right_padding = 0
s.style.bottom_padding = 0
x = x + 1
end
end
for _, gui_value in pairs(gui_values) do
local t = frame.add { type = "table", column_count = 3 }
local l = t.add { type = "label", caption = gui_value.c1}
l.style.font = "default-bold"
l.style.font_color = gui_value.color1
local l = t.add { type = "label", caption = " - "}
local l = t.add { type = "label", caption = #game.forces[gui_value.force].connected_players .. " Players "}
l.style.font_color = { r=0.22, g=0.88, b=0.22}
if global.bb_view_players[player.name] == true then
local t = frame.add { type = "table", column_count = 4 }
for _, p in pairs(game.forces[gui_value.force].connected_players) do
local l = t.add { type = "label", caption = p.name }
l.style.font_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}
end
end
local t = frame.add { type = "table", column_count = 4 }
local l = t.add { type = "label", caption = "Evo:"}
--l.style.minimal_width = 25
l.tooltip = gui_value.t1
local l = t.add {type = "label", caption = tostring(math.ceil(100 * global.bb_evolution[gui_value.biter_force])) .. "%"}
l.style.minimal_width = 38
l.style.font_color = gui_value.color2
l.style.font = "default-bold"
l.tooltip = gui_value.t1
local l = t.add { type = "label", caption = "Threat: "}
l.style.minimal_width = 25
l.tooltip = gui_value.t2
local l = t.add { type = "label", caption = math.ceil(global.bb_threat[gui_value.biter_force])}
l.style.font_color = gui_value.color2
l.style.font = "default-bold"
l.style.minimal_width = 25
l.tooltip = gui_value.t2
frame.add { type = "label", caption = "-----------------------------"}
end
local t = frame.add { type = "table", column_count = 2 }
if player.force.name == "spectator" then
local b = t.add { type = "sprite-button", name = "bb_leave_spectate", caption = "Join Team" }
else
local b = t.add { type = "sprite-button", name = "bb_spectate", caption = "Spectate" }
end
if global.bb_view_players[player.name] == true then
local b = t.add { type = "sprite-button", name = "bb_hide_players", caption = "Playerlist" }
else
local b = t.add { type = "sprite-button", name = "bb_view_players", caption = "Playerlist" }
end
for _, b in pairs(t.children) do
b.style.font = "default-bold"
b.style.font_color = { r=0.98, g=0.66, b=0.22}
b.style.top_padding = 1
b.style.left_padding = 1
b.style.right_padding = 1
b.style.bottom_padding = 1
b.style.maximal_height = 30
b.style.minimal_width = 86
end
end
local function refresh_gui()
for _, player in pairs(game.connected_players) do
if player.gui.left["bb_main_gui"] then
create_main_gui(player)
end
end
end
local function join_team(player, force_name)
if global.teams_are_locked then player.print("The Teams are currently locked.", {r = 0.98, g = 0.66, b = 0.22}) return end
if not force_name then return end
local surface = player.surface
local enemy_team = "south"
if force_name == "south" then enemy_team = "north" end
if #game.forces[force_name].connected_players > #game.forces[enemy_team].connected_players then
player.print("Team " .. force_name .. " has too many players currently.", {r = 0.98, g = 0.66, b = 0.22})
return
end
if global.chosen_team[player.name] then
if game.tick - global.spectator_rejoin_delay[player.name] < 1800 then
player.print(
"Not ready to return to your team yet. Please wait " .. 30-(math.ceil((game.tick - global.spectator_rejoin_delay[player.name])/60)) .. " seconds.",
{r = 0.98, g = 0.66, b = 0.22}
)
return
end
local p = surface.find_non_colliding_position("player", game.forces[force_name].get_spawn_position(surface), 8, 0.5)
player.teleport(p, surface)
player.force = game.forces[force_name]
player.character.destructible = true
refresh_gui()
game.permissions.get_group("Default").add_player(player.name)
game.print("Team " .. player.force.name .. " player " .. player.name .. " is no longer spectating.", {r = 0.98, g = 0.66, b = 0.22})
return
end
player.teleport(surface.find_non_colliding_position("player", game.forces[force_name].get_spawn_position(surface), 3, 1))
player.force = game.forces[force_name]
player.character.destructible = true
game.permissions.get_group("Default").add_player(player.name)
game.print(player.name .. " has joined team " .. player.force.name .. "!", {r = 0.98, g = 0.66, b = 0.22})
local i = player.get_inventory(defines.inventory.player_main)
i.clear()
player.insert {name = 'pistol', count = 1}
player.insert {name = 'raw-fish', count = 3}
player.insert {name = 'firearm-magazine', count = 32}
player.insert {name = 'iron-gear-wheel', count = 8}
player.insert {name = 'iron-plate', count = 16}
global.chosen_team[player.name] = force_name
refresh_gui()
end
local function spectate(player)
player.teleport(player.surface.find_non_colliding_position("player", {0,0}, 4, 1))
player.force = game.forces.spectator
player.character.destructible = false
game.print(player.name .. " is spectating.", {r = 0.98, g = 0.66, b = 0.22})
local permission_group = game.permissions.get_group("spectator")
permission_group.add_player(player.name)
global.spectator_rejoin_delay[player.name] = game.tick
create_main_gui(player)
end
local function lock_teams(locking_player)
if locking_player.admin == false then return end
if global.teams_are_locked then
global.teams_are_locked = false
game.print(locking_player.name .. " has unlocked Teams.", {r = 0.98, g = 0.66, b = 0.22})
for _, player in pairs(game.players) do
if not global.chosen_team[player.name] then
player.force = game.forces.player
create_main_gui(player)
end
create_team_lock_gui(player)
end
else
global.teams_are_locked = true
game.print(locking_player.name .. " has locked Teams.", {r = 0.98, g = 0.66, b = 0.22})
for _, player in pairs(game.players) do
if not global.chosen_team[player.name] then
player.force = game.forces.spectator
create_main_gui(player)
end
create_team_lock_gui(player)
end
end
end
local function join_gui_click(name, player)
local team = {
["join_north_button"] = "north",
["join_south_button"] = "south"
}
if not team[name] then return end
if global.game_lobby_active then
if player.admin then
join_team(player, team[name])
game.print("Lobby disabled, admin override.", { r=0.98, g=0.66, b=0.22})
global.game_lobby_active = false
return
end
player.print("Waiting for more players to join the game.", { r=0.98, g=0.66, b=0.22})
return
end
join_team(player, team[name])
end
local function on_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 == "bb_toggle_button" then
if player.gui.left["bb_main_gui"] then
player.gui.left["bb_main_gui"].destroy()
else
create_main_gui(player)
end
return
end
if player.force.name == "player" then join_gui_click(name, player) end
if name == "raw-fish" then spy_fish(player) return end
if food_names[name] then
feed_the_biters(player, name)
return
end
if name == "bb_leave_spectate" then join_team(player, global.chosen_team[player.name]) end
if name == "bb_spectate" then
if player.position.y ^ 2 + player.position.x ^ 2 < 12000 then
spectate(player)
else
player.print("You are too far away from spawn to spectate.",{ r=0.98, g=0.66, b=0.22})
end
return
end
if name == "bb_hide_players" then
global.bb_view_players[player.name] = false
create_main_gui(player)
end
if name == "bb_view_players" then
global.bb_view_players[player.name] = true
create_main_gui(player)
end
if name == "bb_team_lock_button" then lock_teams(player) end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not global.bb_view_players then global.bb_view_players = {} end
if not global.chosen_team then global.chosen_team = {} end
global.bb_view_players[player.name] = false
if #game.connected_players > 1 then
global.game_lobby_timeout = math.ceil(18000 / #game.connected_players)
else
global.game_lobby_timeout = 5999940
end
if not global.chosen_team[player.name] then
if global.teams_are_locked then
player.force = game.forces.spectator
else
player.force = game.forces.player
end
end
create_sprite_button(player)
create_team_lock_gui(player)
create_main_gui(player)
end
local function on_player_promoted(event)
create_team_lock_gui(game.players[event.player_index])
end
local function on_player_demoted(event)
create_team_lock_gui(game.players[event.player_index])
end
event.add(defines.events.on_player_promoted, on_player_promoted)
event.add(defines.events.on_player_demoted, on_player_demoted)
event.add(defines.events.on_gui_click, on_gui_click)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
return refresh_gui