1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/amap/ic/gui.lua
2021-03-24 16:46:00 +01:00

774 lines
24 KiB
Lua

local ICT = require 'maps.amap.ic.table'
local Color = require 'utils.color_presets'
local Gui = require 'utils.gui'
local Tabs = require 'comfy_panel.main'
local Event = require 'utils.event'
local rpgtable = require 'modules.rpg.table'
local Loot = require 'maps.amap.loot'
local Public = {}
local Alert = require 'utils.alert'
--! Gui Frames
local save_add_player_button_name = Gui.uid_name()
local save_transfer_car_button_name = Gui.uid_name()
local discard_add_player_button_name = Gui.uid_name()
local discard_transfer_car_button_name = Gui.uid_name()
local main_frame_name = Gui.uid_name()
local draw_add_player_frame_name = Gui.uid_name()
local draw_transfer_car_frame_name = Gui.uid_name()
local main_toolbar_name = Gui.uid_name()
local cool = Gui.uid_name()
local gambel = Gui.uid_name()
local buyxp = Gui.uid_name()
local add_player_name = Gui.uid_name()
local transfer_car_name = Gui.uid_name()
local kick_player_name = Gui.uid_name()
local raise_event = script.raise_event
local add_toolbar
local remove_toolbar
local function increment(t, k)
t[k] = true
end
local function decrement(t, k)
t[k] = nil
end
local function create_player_table(player)
local trust_system = ICT.get('trust_system')
if not trust_system[player.index] then
trust_system[player.index] = {
[player.name] = true
}
end
return trust_system[player.index]
end
local function does_player_table_exist(player)
local trust_system = ICT.get('trust_system')
if not trust_system[player.index] then
return false
else
return true
end
end
local function transfer_player_table(player, new_player)
local trust_system = ICT.get('trust_system')
if not trust_system[player.index] then
return false
end
if player.index == new_player.index then
return false
end
if not trust_system[new_player.index] then
local Functions = require 'maps.amap.ic.functions'
trust_system[new_player.index] = trust_system[player.index]
local name = new_player.name
if not trust_system[new_player.index][name] then
increment(trust_system[new_player.index], name)
end
local cars = ICT.get('cars')
local renders = ICT.get('renders')
local c = Functions.get_owner_car_object(cars, player)
local car = cars[c]
car.owner = new_player.index
Functions.render_owner_text(renders, player, car.entity, new_player)
remove_toolbar(player)
add_toolbar(new_player)
trust_system[player.index] = nil
else
return false
end
return trust_system[new_player.index]
end
local function remove_main_frame(main_frame)
Gui.remove_data_recursively(main_frame)
main_frame.destroy()
end
local function draw_add_player(frame)
local main_frame =
frame.add(
{
type = 'frame',
name = draw_add_player_frame_name,
caption = 'Add Player',
direction = 'vertical'
}
)
local main_frame_style = main_frame.style
main_frame_style.width = 370
main_frame_style.use_header_filler = true
local inside_frame = main_frame.add {type = 'frame', style = 'inside_shallow_frame'}
local inside_frame_style = inside_frame.style
inside_frame_style.padding = 0
local inside_table = inside_frame.add {type = 'table', column_count = 1}
local inside_table_style = inside_table.style
inside_table_style.vertical_spacing = 5
inside_table_style.top_padding = 10
inside_table_style.left_padding = 10
inside_table_style.right_padding = 0
inside_table_style.bottom_padding = 10
inside_table_style.width = 325
local add_player_frame = main_frame.add({type = 'textfield', text = 'Name of the player.'})
add_player_frame.style.width = 140
local bottom_flow = main_frame.add({type = 'flow', direction = 'horizontal'})
local left_flow = bottom_flow.add({type = 'flow'})
left_flow.style.horizontal_align = 'left'
left_flow.style.horizontally_stretchable = true
local close_button = left_flow.add({type = 'button', name = discard_add_player_button_name, caption = 'Discard'})
close_button.style = 'back_button'
close_button.style.maximal_width = 100
local right_flow = bottom_flow.add({type = 'flow'})
right_flow.style.horizontal_align = 'right'
local save_button = right_flow.add({type = 'button', name = save_add_player_button_name, caption = 'Save'})
save_button.style = 'confirm_button'
save_button.style.maximal_width = 100
Gui.set_data(save_button, add_player_frame)
end
local function draw_transfer_car(frame)
local main_frame =
frame.add(
{
type = 'frame',
name = draw_transfer_car_frame_name,
caption = 'Transfer Car',
direction = 'vertical'
}
)
local main_frame_style = main_frame.style
main_frame_style.width = 370
main_frame_style.use_header_filler = true
local inside_frame = main_frame.add {type = 'frame', style = 'inside_shallow_frame'}
local inside_frame_style = inside_frame.style
inside_frame_style.padding = 0
local inside_table = inside_frame.add {type = 'table', column_count = 1}
local inside_table_style = inside_table.style
inside_table_style.vertical_spacing = 5
inside_table_style.top_padding = 10
inside_table_style.left_padding = 10
inside_table_style.right_padding = 0
inside_table_style.bottom_padding = 10
inside_table_style.width = 325
local transfer_car_alert_frame = main_frame.add({type = 'label', caption = "Warning, this action can't be undone!"})
transfer_car_alert_frame.style.font_color = {r = 255, g = 0, b = 0}
local transfer_car_frame = main_frame.add({type = 'textfield', text = 'Name of the player.'})
transfer_car_frame.style.width = 140
local bottom_flow = main_frame.add({type = 'flow', direction = 'horizontal'})
local left_flow = bottom_flow.add({type = 'flow'})
left_flow.style.horizontal_align = 'left'
left_flow.style.horizontally_stretchable = true
local close_button = left_flow.add({type = 'button', name = discard_transfer_car_button_name, caption = 'Discard'})
close_button.style = 'back_button'
close_button.style.maximal_width = 100
local right_flow = bottom_flow.add({type = 'flow'})
right_flow.style.horizontal_align = 'right'
local save_button = right_flow.add({type = 'button', name = save_transfer_car_button_name, caption = 'Save'})
save_button.style = 'confirm_button'
save_button.style.maximal_width = 100
Gui.set_data(save_button, transfer_car_frame)
end
local function draw_players(data)
local player_table = data.player_table
local add_player_frame = data.add_player_frame
local player = data.player
local player_list = create_player_table(player)
for p, _ in pairs(player_list) do
Gui.set_data(add_player_frame, p)
local t_label =
player_table.add(
{
type = 'label',
caption = p
}
)
t_label.style.minimal_width = 75
t_label.style.horizontal_align = 'center'
local a_label =
player_table.add(
{
type = 'label',
caption = '✔️'
}
)
a_label.style.minimal_width = 75
a_label.style.horizontal_align = 'center'
a_label.style.font = 'default-large-bold'
local kick_flow = player_table.add {type = 'flow'}
local kick_player_button =
kick_flow.add(
{
type = 'button',
caption = 'Kick ' .. p,
name = kick_player_name
}
)
if player.name == t_label.caption then
kick_player_button.enabled = false
end
kick_player_button.style.minimal_width = 75
Gui.set_data(kick_player_button, p)
end
end
local function draw_main_frame(player)
local main_frame =
player.gui.screen.add(
{
type = 'frame',
name = main_frame_name,
caption = 'Car Settings',
direction = 'vertical',
style = 'inner_frame_in_outer_frame'
}
)
main_frame.auto_center = true
local main_frame_style = main_frame.style
main_frame_style.width = 400
main_frame_style.use_header_filler = true
local inside_frame = main_frame.add {type = 'frame', style = 'inside_shallow_frame'}
local inside_frame_style = inside_frame.style
inside_frame_style.padding = 0
local inside_table = inside_frame.add {type = 'table', column_count = 1}
local inside_table_style = inside_table.style
inside_table_style.vertical_spacing = 5
inside_table_style.top_padding = 10
inside_table_style.left_padding = 10
inside_table_style.right_padding = 0
inside_table_style.bottom_padding = 10
inside_table_style.width = 350
local add_player_frame = inside_table.add({type = 'button', caption = 'Add Player', name = add_player_name})
local transfer_car_frame = inside_table.add({type = 'button', caption = 'Transfer Car', name = transfer_car_name})
local player_table =
inside_table.add {
type = 'table',
column_count = 3,
draw_horizontal_lines = true,
draw_vertical_lines = true,
vertical_centering = true
}
local player_table_style = player_table.style
player_table_style.vertical_spacing = 10
player_table_style.width = 350
player_table_style.horizontal_spacing = 30
local name_label =
player_table.add(
{
type = 'label',
caption = 'Name',
tooltip = ''
}
)
name_label.style.minimal_width = 75
name_label.style.horizontal_align = 'center'
local trusted_label =
player_table.add(
{
type = 'label',
caption = 'Allowed',
tooltip = ''
}
)
trusted_label.style.minimal_width = 75
trusted_label.style.horizontal_align = 'center'
local operations_label =
player_table.add(
{
type = 'label',
caption = 'Operations',
tooltip = ''
}
)
operations_label.style.minimal_width = 75
operations_label.style.horizontal_align = 'center'
local data = {
player_table = player_table,
add_player_frame = add_player_frame,
transfer_car_frame = transfer_car_frame,
player = player
}
draw_players(data)
player.opened = main_frame
end
local function toggle(player, recreate)
local screen = player.gui.screen
local main_frame = screen[main_frame_name]
if recreate and main_frame then
local location = main_frame.location
remove_main_frame(main_frame)
draw_main_frame(player, location)
return
end
if main_frame then
remove_main_frame(main_frame)
Tabs.comfy_panel_restore_left_gui(player)
else
Tabs.comfy_panel_clear_left_gui(player)
draw_main_frame(player)
end
end
add_toolbar = function(player, remove)
if remove then
if player.gui.top[main_toolbar_name] then
player.gui.top[cool].destroy()
player.gui.top[buyxp].destroy()
player.gui.top[gambel].destroy()
player.gui.top[main_toolbar_name].destroy()
return
end
end
if player.gui.top[main_toolbar_name] then
return
end
local tooltip = 'contorl who can enter your car.'
player.gui.top.add(
{
type = 'sprite-button',
sprite = 'item/spidertron',
name = main_toolbar_name,
tooltip = tooltip
}
)
player.gui.top.add(
{
type = 'sprite-button',
sprite = 'item/logistic-chest-storage',
name = cool,
tooltip = {'amap.openchest'}
}
)
player.gui.top.add(
{
type = 'sprite-button',
sprite = 'item/coin',
name = gambel,
tooltip = {'amap.gambel'}
}
)
player.gui.top.add(
{
type = 'sprite-button',
sprite = 'item/rocket-part',
name = buyxp,
tooltip = {'amap.buyxp'}
}
)
end
remove_toolbar = function(player)
local screen = player.gui.screen
local main_frame = screen[main_frame_name]
if main_frame and main_frame.valid then
remove_main_frame(main_frame)
end
if player.gui.top[main_toolbar_name] then
player.gui.top[main_toolbar_name].destroy()
player.gui.top[cool].destroy()
player.gui.top[buyxp].destroy()
player.gui.top[gambel].destroy()
return
end
end
Gui.on_click(
add_player_name,
function(event)
local player = event.player
if not player or not player.valid or not player.character then
return
end
local screen = player.gui.screen
local frame = screen[main_frame_name]
if not frame or not frame.valid then
return
end
local player_frame = frame[draw_add_player_frame_name]
if not player_frame or not player_frame.valid then
draw_add_player(frame)
else
player_frame.destroy()
end
end
)
Gui.on_click(
transfer_car_name,
function(event)
local player = event.player
if not player or not player.valid or not player.character then
return
end
local screen = player.gui.screen
local frame = screen[main_frame_name]
if not frame or not frame.valid then
return
end
local player_frame = frame[draw_transfer_car_frame_name]
if not player_frame or not player_frame.valid then
draw_transfer_car(frame)
else
player_frame.destroy()
end
end
)
Gui.on_click(
gambel,
function(event)
local player = event.player
local something = player.get_inventory(defines.inventory.chest)
for k, v in pairs(something.get_contents()) do
local t = {name = k, count = v}
if t.name == 'coin' then
if v > 999 then
player.remove_item {name = 'coin', count = '1000'}
local roll = math.random(1, 100)
if roll <= 36 then
player.insert {name = 'coin', count = '2500'}
player.print({'amap.gambel1'})
return
else
player.print({'amap.gambel2'})
return
end
else
player.print({'amap.noenough'})
return
end
end
end
end
)
Gui.on_click(
cool,
function(event)
local player = event.player
local something = player.get_inventory(defines.inventory.chest)
for k, v in pairs(something.get_contents()) do
local t = {name = k, count = v}
if t.name == 'coin' then
if v > 2999 then
player.remove_item {name = 'coin', count = '3000'}
local luck = math.floor(math.random(1, 130))
player.print({'amap.lucknb'})
player.print(luck)
local magic = luck * 5 + 100
local msg = {'amap.whatopen'}
Loot.cool(player.surface, player.surface.find_non_colliding_position('steel-chest', player.position, 20, 1, true) or player.position, 'steel-chest', magic)
Alert.alert_player(player, 5, msg)
return
else
player.print({'amap.noenough'})
return
end
end
end
end
)
Gui.on_click(
buyxp,
function(event)
local player = event.player
local something = player.get_inventory(defines.inventory.chest)
for k, v in pairs(something.get_contents()) do
local t = {name = k, count = v}
if t.name == 'coin' then
if v > 4999 then
player.remove_item {name = 'coin', count = '5000'}
local rpg_t = rpgtable.get('rpg_t')
rpg_t[player.index].xp = rpg_t[player.index].xp + 1000
local msg = {'amap.buyover'}
Alert.alert_player(player, 5, msg)
return
else
player.print({'amap.noenough'})
return
end
end
end
end
)
Gui.on_click(
save_add_player_button_name,
function(event)
local player = event.player
if not player or not player.valid or not player.character then
return
end
local player_list = create_player_table(player)
local screen = player.gui.screen
local frame = screen[main_frame_name]
local add_player_frame = Gui.get_data(event.element)
if frame and frame.valid then
if add_player_frame and add_player_frame.valid and add_player_frame.text then
local text = add_player_frame.text
if not text then
return
end
local player_to_add = game.get_player(text)
if not player_to_add or not player_to_add.valid then
return player.print('Target player was not valid.', Color.warning)
end
local name = player_to_add.name
if not player_list[name] then
player.print(name .. ' was added to your vehicle.', Color.info)
player_to_add.print(player.name .. ' added you to their vehicle. You may now enter it.', Color.info)
increment(player_list, name)
else
return player.print('Target player is already trusted.', Color.warning)
end
remove_main_frame(event.element)
if player.gui.screen[main_frame_name] then
toggle(player, true)
end
end
end
end
)
Gui.on_click(
save_transfer_car_button_name,
function(event)
local player = event.player
if not player or not player.valid or not player.character then
return
end
local screen = player.gui.screen
local frame = screen[main_frame_name]
local transfer_car_frame = Gui.get_data(event.element)
if frame and frame.valid then
if transfer_car_frame and transfer_car_frame.valid and transfer_car_frame.text then
local text = transfer_car_frame.text
if not text then
return
end
local player_to_add = game.get_player(text)
if not player_to_add or not player_to_add.valid then
return player.print('Target player was not valid.', Color.warning)
end
local name = player_to_add.name
local does_player_have_a_car = does_player_table_exist(name)
if does_player_have_a_car then
return player.print(name .. ' already has a vehicle.', Color.warning)
end
local to_add = game.get_player(name)
if not (to_add and to_add.valid) then
return player.print(name .. ' does not exist.', Color.warning)
end
local success = transfer_player_table(player, to_add)
if not success then
player.print('Please try again.', Color.warning)
else
player.print('You have successfully transferred your car to ' .. name, Color.success)
to_add.print('You have become the rightfully owner of ' .. player.name .. "'s car!", Color.success)
end
remove_main_frame(event.element)
if player.gui.screen[main_frame_name] then
player.gui.screen[main_frame_name].destroy()
end
end
end
end
)
Gui.on_click(
kick_player_name,
function(event)
local player = event.player
if not player or not player.valid or not player.character then
return
end
local player_list = create_player_table(player)
local screen = player.gui.screen
local frame = screen[main_frame_name]
local player_name = Gui.get_data(event.element)
local this = ICT.get()
if frame and frame.valid then
if not player_name then
return
end
local target = game.get_player(player_name)
if not target or not target.valid then
player.print('Target player was not valid.', Color.warning)
return
end
local name = target.name
if player_list[name] then
player.print(name .. ' was removed from your vehicle.', Color.info)
decrement(player_list, name)
raise_event(
ICT.events.on_player_kicked_from_surface,
{
player = player,
target = target,
this = this
}
)
end
remove_main_frame(event.element)
if player.gui.screen[main_frame_name] then
toggle(player, true)
end
end
end
)
Gui.on_click(
discard_add_player_button_name,
function(event)
local player = event.player
if not player or not player.valid or not player.character then
return
end
local screen = player.gui.screen
local frame = screen[main_frame_name]
if not frame or not frame.valid then
return
end
local player_frame = frame[draw_add_player_frame_name]
if player_frame and player_frame.valid then
player_frame.destroy()
end
end
)
Gui.on_click(
discard_transfer_car_button_name,
function(event)
local player = event.player
if not player or not player.valid or not player.character then
return
end
local screen = player.gui.screen
local frame = screen[main_frame_name]
if not frame or not frame.valid then
return
end
local player_frame = frame[draw_transfer_car_frame_name]
if player_frame and player_frame.valid then
player_frame.destroy()
end
end
)
Gui.on_click(
main_toolbar_name,
function(event)
local player = event.player
if not player or not player.valid or not player.character then
return
end
local screen = player.gui.screen
local frame = screen[main_frame_name]
if frame and frame.valid then
frame.destroy()
else
draw_main_frame(player)
end
end
)
Public.draw_main_frame = draw_main_frame
Public.toggle = toggle
Public.add_toolbar = add_toolbar
Public.remove_toolbar = remove_toolbar
Event.add(
defines.events.on_gui_closed,
function(event)
local player = game.get_player(event.player_index)
if not player or not player.valid or not player.character then
return
end
local screen = player.gui.screen
local frame = screen[main_frame_name]
if frame and frame.valid then
frame.destroy()
end
end
)
return Public