mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-06 00:23:49 +02:00
174f2c6ccc
Changes: - Fixed an issue where sometimes returning to lobby when finished spectating the crew, would create duplicate character in the lobby.
623 lines
20 KiB
Lua
623 lines
20 KiB
Lua
-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates.
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local Memory = require 'maps.pirates.memory'
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local Common = require 'maps.pirates.common'
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local Utils = require 'maps.pirates.utils_local'
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local Roles = require 'maps.pirates.roles.roles'
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local Crew = require 'maps.pirates.crew'
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local GuiCommon = require 'maps.pirates.gui.common'
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local CoreData = require 'maps.pirates.coredata'
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local Server = require 'utils.server'
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local Public = {}
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local window_name = 'crew'
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local function get_selected_player_index(flow)
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if flow.members.body.members_listbox.selected_index ~= 0 then
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return tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2])
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else
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return nil
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end
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end
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function Public.toggle_window(player)
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local memory = Memory.get_crew_memory()
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local get_global_memory = Memory.get_global_memory()
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local flow, flow2, flow3
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local window
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--*** OVERALL FLOW ***--
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if player.gui.screen[window_name .. '_piratewindow'] then
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player.gui.screen[window_name .. '_piratewindow'].destroy()
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return
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end
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if not Common.is_id_valid(memory.id) then
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return
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end
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window = GuiCommon.new_window(player, window_name)
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flow =
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window.add {
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type = 'scroll-pane',
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name = 'scroll_pane',
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direction = 'vertical',
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horizontal_scroll_policy = 'never',
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vertical_scroll_policy = 'auto-and-reserve-space'
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}
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flow.style.maximal_height = 500
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flow.style.bottom_margin = 10
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--*** PARAMETERS OF RUN ***--
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flow2 =
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flow.add(
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{
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name = 'crew_capacity_and_difficulty',
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type = 'label'
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}
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)
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flow2.style.left_margin = 5
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flow2.style.top_margin = 0
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flow2.style.bottom_margin = -3
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flow2.style.single_line = false
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flow2.style.maximal_width = 190
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flow2.style.font = 'default'
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flow2 =
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flow.add(
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{
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name = 'crew_age',
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type = 'label'
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}
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)
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flow2.style.left_margin = 5
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flow2.style.top_margin = -3
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flow2.style.bottom_margin = 0
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flow2.style.single_line = true
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flow2.style.maximal_width = 200
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flow2.style.font = 'default'
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-- flow2 = flow.add({
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-- name = 'crew_difficulty',
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-- type = 'label',
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-- })
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-- flow2.style.left_margin = 5
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-- flow2.style.top_margin = -3
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-- flow2.style.bottom_margin = 0
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-- flow2.style.single_line = false
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-- flow2.style.maximal_width = 190
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-- flow2.style.font = 'default'
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--*** MEMBERSHIP BUTTONS ***--
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flow2 =
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flow.add(
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{
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name = 'membership_buttons',
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type = 'flow',
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direction = 'horizontal'
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}
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)
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flow3 =
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flow2.add(
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{
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name = 'leave_crew',
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type = 'button',
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caption = {'pirates.gui_crew_window_buttons_quit_crew'}
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}
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)
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flow3.style.minimal_width = 95
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flow3.style.font = 'default-bold'
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flow3.style.font_color = {r = 0.10, g = 0.10, b = 0.10}
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flow3.tooltip = {'pirates.gui_crew_window_buttons_quit_crew_tooltip'}
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-- Runs window already has a button to leave spectators.
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-- flow3 =
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-- flow2.add(
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-- {
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-- name = 'crewmember_leave_spectators',
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-- type = 'button',
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-- caption = {'pirates.gui_crew_window_buttons_quit_spectators'}
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-- }
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-- )
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-- flow3.style.minimal_width = 95
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-- flow3.style.font = 'default-bold'
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-- flow3.style.font_color = {r = 0.10, g = 0.10, b = 0.10}
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flow3 =
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flow2.add(
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{
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name = 'spectator_join_crew',
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type = 'button',
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caption = {'pirates.gui_crew_window_buttons_join_crew'}
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}
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)
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flow3.style.minimal_width = 95
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flow3.style.font = 'default-bold'
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flow3.style.font_color = {r = 0.10, g = 0.10, b = 0.10}
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-- Disabled spectators for now... might not play well with maze world
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-- flow3 =
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-- flow2.add(
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-- {
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-- name = 'crewmember_join_spectators',
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-- type = 'button',
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-- caption = {'pirates.gui_crew_window_buttons_join_spectators'}
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-- }
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-- )
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-- flow3.style.minimal_width = 95
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-- flow3.style.font = 'default-bold'
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-- flow3.style.font_color = {r = 0.10, g = 0.10, b = 0.10}
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-- flow3.tooltip = {'pirates.gui_crew_window_buttons_join_spectators_tooltip'}
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--*** MEMBERS AND SPECTATORS ***--
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flow2 = GuiCommon.flow_add_section(flow, 'members', {'pirates.gui_crew_window_crewmembers'})
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flow3 =
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flow2.add(
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{
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name = 'members_listbox',
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type = 'list-box'
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}
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)
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flow3.style.margin = 5
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flow3.style.maximal_height = 350
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flow3 =
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flow2.add(
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{
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name = 'officer_resign',
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type = 'button',
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caption = {'pirates.gui_crew_window_crewmembers_resign_as_officer'}
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}
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)
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flow3.style.minimal_width = 95
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flow3.style.font = 'default-bold'
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flow3.style.font_color = {r = 0.10, g = 0.10, b = 0.10}
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flow3.tooltip = {'pirates.gui_crew_window_crewmembers_resign_as_officer_tooltip'}
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flow2 = GuiCommon.flow_add_section(flow, 'spectators', {'pirates.gui_crew_window_spectators'})
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flow3 =
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flow2.add(
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{
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name = 'spectators_listbox',
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type = 'list-box'
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}
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)
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flow3.style.margin = 2
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flow3.style.maximal_height = 150
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--*** DIFFICULTY VOTE ***--
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flow2 = GuiCommon.flow_add_section(flow, 'difficulty_vote', {'pirates.gui_crew_window_vote_for_difficulty'})
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for i, o in ipairs(CoreData.difficulty_options) do
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flow3 =
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flow2.add(
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{
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name = 'difficulty_option_' .. i,
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type = 'button',
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caption = o.text
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}
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)
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flow3.style.minimal_width = 95
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flow3.style.font = 'default-bold'
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flow3.style.font_color = {r = 0.10, g = 0.10, b = 0.10}
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end
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--*** CAPTAIN's ACTIONS ***--
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flow2 = GuiCommon.flow_add_section(flow, 'captain', {'pirates.gui_crew_window_captains_actions'})
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if get_global_memory.disband_crews then
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flow3 =
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flow2.add(
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{
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name = 'capn_disband_crew',
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type = 'button',
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caption = {'pirates.gui_crew_window_captains_actions_disband_crew'}
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}
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)
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flow3.style.minimal_width = 95
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flow3.style.font = 'default-bold'
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flow3.style.font_color = {r = 0.10, g = 0.10, b = 0.10}
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flow3.tooltip = {'pirates.gui_crew_window_captains_actions_disband_crew_tooltip'}
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flow3 =
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flow2.add(
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{
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name = 'capn_disband_are_you_sure',
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type = 'button',
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caption = {'pirates.gui_crew_window_captains_actions_disband_crew_check'}
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}
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)
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flow3.style.minimal_width = 95
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flow3.style.font = 'default-bold'
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flow3.style.font_color = {r = 0.10, g = 0.10, b = 0.10}
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flow3.tooltip = {'pirates.gui_crew_window_captains_actions_disband_crew_check_tooltip'}
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end
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flow3 =
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flow2.add(
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{
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name = 'capn_renounce',
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type = 'button',
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caption = {'pirates.gui_crew_window_captains_actions_renounce_title'}
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}
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)
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flow3.style.minimal_width = 95
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flow3.style.font = 'default-bold'
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flow3.style.font_color = {r = 0.10, g = 0.10, b = 0.10}
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flow3.tooltip = {'pirates.gui_crew_window_captains_actions_renounce_title_tooltip'}
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flow3 =
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flow2.add(
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{
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name = 'capn_pass',
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type = 'button',
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caption = {'pirates.gui_crew_window_captains_actions_pass_title'}
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}
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)
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flow3.style.minimal_width = 95
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flow3.style.font = 'default-bold'
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flow3.style.font_color = {r = 0.10, g = 0.10, b = 0.10}
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flow3.tooltip = {'pirates.gui_crew_window_captains_actions_pass_title_tooltip'}
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flow3 =
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flow2.add(
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{
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name = 'capn_plank',
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type = 'button',
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caption = {'pirates.gui_crew_window_captains_actions_plank'}
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}
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)
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flow3.style.minimal_width = 95
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flow3.style.font = 'default-bold'
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flow3.style.font_color = {r = 0.10, g = 0.10, b = 0.10}
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flow3.tooltip = {'pirates.gui_crew_window_captains_actions_plank_tooltip'}
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flow3 =
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flow2.add(
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{
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name = 'line',
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type = 'line'
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}
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)
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flow3.style.width = 50
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flow3.style.left_margin = 20
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flow3.style.top_margin = 4
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flow3.style.bottom_margin = 4
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-- flow3 = flow2.add({
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-- name = 'capn_undock_normal',
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-- type = 'button',
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-- caption = 'Undock Boat',
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-- })
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-- flow3.style.minimal_width = 95
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-- flow3.style.font = 'default-bold'
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-- flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
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flow3 =
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flow2.add(
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{
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name = 'make_officer',
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type = 'button',
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caption = {'pirates.gui_crew_window_captains_actions_make_officer'}
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}
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)
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flow3.style.minimal_width = 95
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flow3.style.font = 'default-bold'
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flow3.style.font_color = {r = 0.10, g = 0.10, b = 0.10}
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flow3.tooltip = {'pirates.gui_crew_window_captains_actions_make_officer_tooltip'}
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flow3 =
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flow2.add(
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{
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name = 'unmake_officer',
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type = 'button',
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caption = {'pirates.gui_crew_window_captains_actions_unmake_officer'}
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}
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)
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flow3.style.minimal_width = 95
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flow3.style.font = 'default-bold'
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flow3.style.font_color = {r = 0.10, g = 0.10, b = 0.10}
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flow3.tooltip = {'pirates.gui_crew_window_captains_actions_unmake_officer_tooltip'}
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flow3 =
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flow2.add(
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{
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name = 'capn_summon_crew',
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type = 'button',
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caption = {'pirates.gui_crew_window_captains_actions_summon_crew'}
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}
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)
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flow3.style.minimal_width = 95
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flow3.style.font = 'default-bold'
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flow3.style.font_color = {r = 0.10, g = 0.10, b = 0.10}
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flow3.tooltip = {'pirates.gui_crew_window_captains_actions_summon_crew_tooltip'}
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flow3 =
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flow2.add(
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{
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name = 'capn_requisition',
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type = 'button',
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caption = {'pirates.gui_crew_window_captains_actions_tax'}
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}
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)
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flow3.style.minimal_width = 95
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flow3.style.font = 'default-bold'
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flow3.style.font_color = {r = 0.10, g = 0.10, b = 0.10}
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flow3.tooltip = {'pirates.gui_crew_window_captains_actions_tax_tooltip', Common.coin_tax_percentage}
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flow2 =
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flow.add(
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{
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name = 'undock_tip',
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type = 'label'
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}
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)
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flow2.style.left_margin = 5
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flow2.style.top_margin = -8
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flow2.style.bottom_margin = 7
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flow2.style.single_line = false
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flow2.style.maximal_width = 190
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flow2.style.font = 'default'
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flow2.caption = {'pirates.gui_crew_window_captains_actions_undock_tip'}
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GuiCommon.flow_add_close_button(window, window_name .. '_piratebutton')
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end
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-- function Public.regular_update(player)
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-- end
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function Public.full_update(player)
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if Public.regular_update then
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Public.regular_update(player)
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end
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if not player.gui.screen[window_name .. '_piratewindow'] then
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return
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end
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local window = player.gui.screen[window_name .. '_piratewindow']
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local flow = window.scroll_pane
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local memory = Memory.get_crew_memory()
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local playercrew_status = GuiCommon.crew_overall_state_bools(player.index)
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--*** WHAT TO SHOW ***--
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flow.difficulty_vote.visible = memory.overworldx and memory.overworldx == 0
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flow.members.body.officer_resign.visible = Common.is_officer(player.index)
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local selected_player_index = get_selected_player_index(flow)
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local other_player_selected = flow.members.body.members_listbox.selected_index ~= 0 and selected_player_index ~= player.index
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flow.captain.visible = Common.is_captain(player)
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flow.undock_tip.visible = Common.is_captain(player)
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flow.captain.body.capn_pass.visible = other_player_selected
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flow.captain.body.capn_plank.visible = other_player_selected
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flow.captain.body.make_officer.visible = other_player_selected and (not Common.is_officer(selected_player_index))
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flow.captain.body.unmake_officer.visible = other_player_selected and Common.is_officer(selected_player_index)
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-- flow.captain.body.capn_undock_normal.visible = memory.boat and memory.boat.state and ((memory.boat.state == Boats.enum_state.LANDED) or (memory.boat.state == Boats.enum_state.APPROACHING) or (memory.boat.state == Boats.enum_state.DOCKED))
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flow.captain.body.capn_summon_crew.visible = false
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flow.captain.body.capn_requisition.visible = true
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-- flow.captain.body.capn_summon_crew.visible = memory.boat and memory.boat.state and (memory.boat.state == Boats.enum_state.RETREATING or memory.boat.state == Boats.enum_state.LEAVING_DOCK)
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local get_global_memory = Memory.get_global_memory()
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if get_global_memory.disband_crews then
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flow.captain.body.capn_disband_are_you_sure.visible = memory.disband_are_you_sure_ticks and memory.disband_are_you_sure_ticks[player.index] and memory.disband_are_you_sure_ticks[player.index] > game.tick - 60 * 2
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flow.captain.body.capn_disband_crew.visible = not flow.captain.body.capn_disband_are_you_sure.visible
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end
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flow.members.visible = true
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flow.spectators.visible = (#memory.spectatorplayerindices > 0)
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-- flow.crew_age.visible = true
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-- -- flow.crew_age.visible = memory.mode and memory.mode == 'speedrun'
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-- flow.crew_difficulty.visible = true
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local count = 0
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if playercrew_status.spectating then
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for _, v in pairs(memory.crewplayerindices) do
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if Common.validate_player(game.players[v]) then
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count = count + 1
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end
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end
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end
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flow.membership_buttons.spectator_join_crew.visible = playercrew_status.spectating and (not (count >= memory.capacity)) and (not memory.run_is_private)
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flow.membership_buttons.leave_crew.visible = playercrew_status.adventuring
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-- flow.membership_buttons.crewmember_join_spectators.visible = playercrew_status.adventuring
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-- flow.membership_buttons.leave_spectators.visible = playercrew_status.spectating
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flow.membership_buttons.spectator_join_crew.visible =
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flow.membership_buttons.spectator_join_crew.visible and (not (memory.tempbanned_from_joining_data[player.index] and game.tick < memory.tempbanned_from_joining_data[player.index] + Common.ban_from_rejoining_crew_ticks))
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--== UPDATE CONTENT ==--
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if Common.is_id_valid(memory.id) then
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window.caption = memory.name
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flow.crew_age.caption = {'pirates.gui_crew_window_crew_age', Utils.time_mediumform((memory.age or 0) / 60)}
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flow.crew_capacity_and_difficulty.caption = {'pirates.gui_crew_window_crew_capacity_and_difficulty', CoreData.difficulty_options[memory.difficulty_option].text, CoreData.capacity_options[memory.capacity_option].text3}
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end
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if flow.members.visible then
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local wrappedcrew = {}
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for _, index in pairs(memory.crewplayerindices) do
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local player2 = game.players[index]
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local tag_text = Roles.tag_text(player2)
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wrappedcrew[#wrappedcrew + 1] = {'pirates.crewmember_displayform', index, player2.color.r, player2.color.g, player2.color.b, player2.name, tag_text}
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end
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GuiCommon.update_listbox(flow.members.body.members_listbox, wrappedcrew)
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flow.members.header.caption = {'pirates.gui_crew_window_crew_count', (#memory.crewplayerindices or 0)}
|
|
end
|
|
|
|
if flow.spectators.visible then
|
|
local wrappedspectators = {}
|
|
for _, index in pairs(memory.spectatorplayerindices) do
|
|
local player2 = game.players[index]
|
|
|
|
wrappedspectators[#wrappedspectators + 1] = {'pirates.crewmember_displayform', index, player2.color.r, player2.color.g, player2.color.b, player2.name, ''}
|
|
end
|
|
GuiCommon.update_listbox(flow.spectators.body.spectators_listbox, wrappedspectators)
|
|
end
|
|
|
|
-- if flow.captain.body.capn_undock_normal.visible then
|
|
-- flow.captain.body.capn_undock_normal.enabled = ((memory.boat.state == Boats.enum_state.LANDED) and Common.query_can_pay_cost_to_leave()) or (memory.boat.state == Boats.enum_state.DOCKED)
|
|
-- end
|
|
end
|
|
|
|
function Public.click(event)
|
|
-- This is only needed since we call click on every single GUI element and if element gets destroyed, it's no good (these checks wouldn't be needed (I think) if GUI was purely event driven)
|
|
if not event.element then
|
|
return
|
|
end
|
|
if not event.element.valid then
|
|
return
|
|
end
|
|
|
|
local player = game.players[event.element.player_index]
|
|
|
|
local eventname = event.element.name
|
|
|
|
if not player.gui.screen[window_name .. '_piratewindow'] then
|
|
return
|
|
end
|
|
local window = player.gui.screen[window_name .. '_piratewindow']
|
|
local flow = window.scroll_pane
|
|
|
|
local memory = Memory.get_crew_memory()
|
|
|
|
-- if eventname == 'crewmember_join_spectators' then
|
|
-- Crew.join_spectators(player, memory.id)
|
|
-- return
|
|
-- end
|
|
|
|
-- if eventname == 'crewmember_leave_spectators' then
|
|
-- Crew.leave_spectators(player)
|
|
-- return
|
|
-- end
|
|
|
|
if eventname == 'spectator_join_crew' then
|
|
Crew.join_crew(player)
|
|
|
|
if memory.run_is_protected and (not Roles.captain_exists()) then
|
|
Common.notify_player_expected(player, {'pirates.player_joins_protected_run_with_no_captain'})
|
|
Common.notify_player_expected(player, {'pirates.create_new_crew_tip'})
|
|
end
|
|
return
|
|
end
|
|
|
|
if eventname == 'leave_crew' then
|
|
Crew.leave_crew(player, true)
|
|
return
|
|
end
|
|
|
|
-- if eventname == 'promote_officer' then
|
|
-- Roles.promote_to_officer(player)
|
|
-- return
|
|
-- end
|
|
|
|
-- if eventname == 'demote_officer' then
|
|
-- Roles.demote_to_officer(player)
|
|
-- return
|
|
-- end
|
|
|
|
if string.sub(eventname, 1, 18) and string.sub(eventname, 1, 18) == 'difficulty_option_' then
|
|
Crew.difficulty_vote(player.index, tonumber(string.sub(eventname, 19, -1)))
|
|
return
|
|
end
|
|
|
|
if eventname == 'capn_summon_crew' then
|
|
--double check:
|
|
if Roles.player_privilege_level(player) >= Roles.privilege_levels.CAPTAIN then
|
|
Crew.summon_crew()
|
|
end
|
|
return
|
|
end
|
|
|
|
if eventname == 'capn_requisition' then
|
|
--double check:
|
|
if Roles.player_privilege_level(player) >= Roles.privilege_levels.CAPTAIN then
|
|
Roles.captain_tax(memory.playerindex_captain)
|
|
end
|
|
return
|
|
end
|
|
|
|
if eventname == 'capn_renounce' then
|
|
Roles.renounce_captainhood(player)
|
|
return
|
|
end
|
|
|
|
if eventname == 'officer_resign' then
|
|
Roles.resign_as_officer(player)
|
|
return
|
|
end
|
|
|
|
if eventname == 'capn_disband_crew' then
|
|
--double check:
|
|
if Roles.player_privilege_level(player) >= Roles.privilege_levels.CAPTAIN then
|
|
if not memory.disband_are_you_sure_ticks then
|
|
memory.disband_are_you_sure_ticks = {}
|
|
end
|
|
memory.disband_are_you_sure_ticks[player.index] = game.tick
|
|
end
|
|
return
|
|
end
|
|
|
|
if eventname == 'capn_disband_are_you_sure' then
|
|
--double check:
|
|
if Roles.player_privilege_level(player) >= Roles.privilege_levels.CAPTAIN then
|
|
local force = memory.force
|
|
if force and force.valid then
|
|
local message = {'pirates.crew_disbanded', player.name, memory.name, Utils.time_longform((memory.real_age or 0) / 60)}
|
|
Common.notify_game(message)
|
|
Server.to_discord_embed_raw({'', CoreData.comfy_emojis.trashbin .. '[' .. memory.name .. '] ', message}, true)
|
|
end
|
|
Crew.disband_crew(true)
|
|
end
|
|
return
|
|
end
|
|
|
|
if eventname == 'capn_pass' then
|
|
local other_id = get_selected_player_index(flow)
|
|
Roles.pass_captainhood(player, game.players[other_id])
|
|
return
|
|
end
|
|
|
|
if eventname == 'make_officer' then
|
|
local other_id = get_selected_player_index(flow)
|
|
Roles.make_officer(player, game.players[other_id])
|
|
return
|
|
end
|
|
|
|
if eventname == 'unmake_officer' then
|
|
local other_id = get_selected_player_index(flow)
|
|
Roles.unmake_officer(player, game.players[other_id])
|
|
return
|
|
end
|
|
|
|
if eventname == 'capn_plank' then
|
|
local other_id = get_selected_player_index(flow)
|
|
|
|
Crew.plank(player, game.players[other_id])
|
|
return
|
|
end
|
|
end
|
|
|
|
return Public
|