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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/scrap_towny_ffa/info.lua
2022-10-10 12:09:05 +01:00

148 lines
4.7 KiB
Lua

local Public = {}
local info =
[[You wake up on this god-forsaken planet with a bunch of other desolate fools. Who will survive?
You can either
- Found a new town or join an existing one
- Stay as an Outlander and fight towns side-by-side with the biters
Click on the "Info" button for full intro/help.
Have fun and be comfy ^.^
Changelog (10th October 2022):
- Towns have an initial PvP protection shield, size and duration is scaled with the biggest town size
- Temporary PvP shield available in market for breaks / AFK
- Improved base defenses and offline survivability
- Loads of bugfixes including freezes and desyncs
]]
local info_adv =
[[
# Goal of the game
Survive as long as you can. Raid other towns. Defend your town.
# Advanced tips and tricks
- It's best to found new towns far from existing towns, as enemies will become aggressive with town's research.
Biters and spitters become more aggressive towards towns that are advanced in research.
Their evolution will scale around technology progress in any nearby towns and pollution levels.
- How to get more ores? Make sure you researched steel processing,
then hand mine a few big rocks to find ore patches under them!
- How to get more oil? Kill worms - some of them will leave you a oil patch
- The town market is the heart of your town. If it is destroyed, you lose everything.
So protect it well, repair it whenever possible, and if you can afford, increase its health by purchasing upgrades.
- It's possible to automate trading with the town center! How cool is that?!! Try it out.
Tip: use filter inserters with to get coins/iron/.. out of the market
- Fishes procreate near towns. The more fishes, the quicker they multiply. Automated fish farm, anyone?
- Use /rename-town (chat command) to rename your town
# Alliances
Once a town is formed, members may invite other players and teams using a coin. To invite another player, drop a coin
on that player (with the Z key). To accept an invite, offer a coin in return to the member. To leave a town, simply drop coal
on the market. As a member of a town, your respawn point will change to that of the town.
To form any alliance with another town, drop a coin on a member or their market. If they agree they can reciprocate with a
coin offering.
]]
function Public.toggle_button(player)
if player.gui.top['towny_map_intro_button'] then
return
end
local b = player.gui.top.add({type = 'sprite-button', caption = 'Info', name = 'towny_map_intro_button', tooltip = 'Show Info'})
b.style.font_color = {r = 0.5, g = 0.3, b = 0.99}
b.style.font = 'heading-1'
b.style.minimal_height = 38
b.style.minimal_width = 80
b.style.top_padding = 1
b.style.left_padding = 1
b.style.right_padding = 1
b.style.bottom_padding = 1
end
function Public.show(player, info_type)
if player.gui.center['towny_map_intro_frame'] then
player.gui.center['towny_map_intro_frame'].destroy()
end
local frame = player.gui.center.add {type = 'frame', name = 'towny_map_intro_frame'}
frame = frame.add {type = 'frame', direction = 'vertical'}
local t = frame.add {type = 'table', column_count = 2}
local label = t.add {type = 'label', caption = 'COMFY Towny: Wasteland survival'}
label.style.font = 'heading-1'
label.style.font_color = {r = 0.85, g = 0.85, b = 0.85}
label.style.right_padding = 8
frame.add {type = 'line'}
local cap = info
if info_type == 'adv' then
cap = info_adv
end
local l2 = frame.add {type = 'label', caption = cap}
l2.style.single_line = false
l2.style.font = 'heading-2'
l2.style.font_color = {r = 0.8, g = 0.7, b = 0.99}
end
function Public.close(event)
if not event.element then
return
end
if not event.element.valid then
return
end
local parent = event.element.parent
for _ = 1, 4, 1 do
if not parent then
return
end
if parent.name == 'towny_map_intro_frame' then
parent.destroy()
return
end
parent = parent.parent
end
end
function Public.toggle(event)
if not event.element then
return
end
if not event.element.valid then
return
end
if event.element.name == 'towny_map_intro_button' then
local player = game.players[event.player_index]
if player.gui.center['towny_map_intro_frame'] then
player.gui.center['towny_map_intro_frame'].destroy()
else
Public.show(player, 'adv')
end
end
end
local function on_gui_click(event)
Public.close(event)
Public.toggle(event)
end
local Event = require 'utils.event'
Event.add(defines.events.on_gui_click, on_gui_click)
return Public