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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-04 00:15:45 +02:00
ComfyFactorio/maps/biter_battles_v2/gui.lua

548 lines
19 KiB
Lua

--luacheck:ignore
local Public = {}
local Server = require 'utils.server'
local bb_config = require 'maps.biter_battles_v2.config'
local event = require 'utils.event'
local Functions = require 'maps.biter_battles_v2.functions'
local feed_the_biters = require 'maps.biter_battles_v2.feeding'
local Tables = require 'maps.biter_battles_v2.tables'
local wait_messages = Tables.wait_messages
local food_names = Tables.gui_foods
local math_random = math.random
require 'maps.biter_battles_v2.spec_spy'
local gui_values = {
['north'] = {
force = 'north',
biter_force = 'north_biters',
c1 = bb_config.north_side_team_name,
c2 = 'JOIN ',
n1 = 'join_north_button',
t1 = 'Evolution of north side biters.',
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},
tech_spy = 'spy-north-tech',
prod_spy = 'spy-north-prod'
},
['south'] = {
force = 'south',
biter_force = 'south_biters',
c1 = bb_config.south_side_team_name,
c2 = 'JOIN ',
n1 = 'join_south_button',
t1 = 'Evolution of south side biters.',
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},
tech_spy = 'spy-south-tech',
prod_spy = 'spy-south-prod'
}
}
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-biter'})
button.style.font = 'default-bold'
button.style.minimal_height = 38
button.style.minimal_width = 38
button.style.padding = -1
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}
frame.add {type = 'label', caption = '-----------------------------------------------------------'}
for _, gui_value in pairs(gui_values) do
local t = frame.add {type = 'table', column_count = 3}
local c = gui_value.c1
if global.tm_custom_name[gui_value.force] then
c = global.tm_custom_name[gui_value.force]
end
local l = t.add {type = 'label', caption = c}
l.style.font = 'heading-2'
l.style.font_color = gui_value.color1
l.style.single_line = false
l.style.maximal_width = 290
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}
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
frame.add {type = 'label', caption = '-----------------------------------------------------------'}
end
end
local function add_tech_button(elem, gui_value)
local tech_button =
elem.add {
type = 'sprite-button',
name = gui_value.tech_spy,
sprite = 'item/space-science-pack'
}
tech_button.style.height = 25
tech_button.style.width = 25
tech_button.style.left_margin = 3
end
local function add_prod_button(elem, gui_value)
local prod_button =
elem.add {
type = 'sprite-button',
name = gui_value.prod_spy,
sprite = 'item/assembling-machine-3'
}
prod_button.style.height = 25
prod_button.style.width = 25
end
function Public.create_main_gui(player)
local is_spec = player.force.name == 'spectator'
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 not global.chosen_team[player.name] then
if not global.tournament_mode then
create_first_join_gui(player)
return
end
end
local frame = player.gui.left.add {type = 'frame', name = 'bb_main_gui', direction = 'vertical'}
-- Science sending GUI
if not is_spec then
frame.add {type = 'table', name = 'biter_battle_table', column_count = 4}
local t = frame.biter_battle_table
for food_name, tooltip in pairs(food_names) do
local s = t.add {type = 'sprite-button', name = food_name, sprite = 'item/' .. food_name}
s.tooltip = tooltip
s.style.minimal_height = 41
s.style.minimal_width = 41
s.style.top_padding = 0
s.style.left_padding = 0
s.style.right_padding = 0
s.style.bottom_padding = 0
end
end
local first_team = true
for k, gui_value in pairs(gui_values) do
-- Line separator
if not first_team then
frame.add {type = 'line', caption = 'this line', direction = 'horizontal'}
else
first_team = false
end
-- Team name & Player count
local t = frame.add {type = 'table', column_count = 4}
-- Team name
local c = gui_value.c1
if global.tm_custom_name[gui_value.force] then
c = global.tm_custom_name[gui_value.force]
end
local l = t.add {type = 'label', caption = c}
l.style.font = 'default-bold'
l.style.font_color = gui_value.color1
l.style.single_line = false
l.style.maximal_width = 102
-- Number of players
local l = t.add {type = 'label', caption = ' - '}
local c = #game.forces[gui_value.force].connected_players .. ' Player'
if #game.forces[gui_value.force].connected_players ~= 1 then
c = c .. 's'
end
local l = t.add {type = 'label', caption = c}
l.style.font = 'default'
l.style.font_color = {r = 0.22, g = 0.88, b = 0.22}
-- Tech button
if is_spec then
add_tech_button(t, gui_value)
-- add_prod_button(t, gui_value)
end
-- Player list
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
-- Statistics
local t = frame.add {type = 'table', name = 'stats_' .. gui_value.force, column_count = 5}
-- Evolution
local l = t.add {type = 'label', caption = 'Evo:'}
--l.style.minimal_width = 25
local biter_force = game.forces[gui_value.biter_force]
local tooltip =
gui_value.t1 ..
'\nHealth: ' .. Functions.get_health_modifier(biter_force) * 100 .. '%' .. '\nDamage: ' .. (biter_force.get_ammo_damage_modifier('melee') + 1) * 100 .. '%'
l.tooltip = tooltip
local evo = math.floor(1000 * global.bb_evolution[gui_value.biter_force]) * 0.1
local l = t.add {type = 'label', caption = evo .. '%'}
l.style.minimal_width = 40
l.style.font_color = gui_value.color2
l.style.font = 'default-bold'
l.tooltip = tooltip
-- Threat
local l = t.add {type = 'label', caption = 'Threat: '}
l.style.minimal_width = 25
l.tooltip = gui_value.t2
local l = t.add {type = 'label', name = 'threat_' .. gui_value.force, caption = math.floor(global.bb_threat[gui_value.biter_force])}
l.style.font_color = gui_value.color2
l.style.font = 'default-bold'
l.style.width = 50
l.tooltip = gui_value.t2
end
-- Action frame
local t = frame.add {type = 'table', column_count = 2}
-- Spectate / Rejoin team
if is_spec 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
-- Playerlist button
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
local b_width = is_spec and 97 or 86
-- 111 when prod_spy button will be there
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.width = b_width
end
end
function Public.refresh()
for _, player in pairs(game.connected_players) do
if player.gui.left['bb_main_gui'] then
Public.create_main_gui(player)
end
end
global.gui_refresh_delay = game.tick + 5
end
function Public.refresh_threat()
if global.gui_refresh_delay > game.tick then
return
end
for _, player in pairs(game.connected_players) do
if player.gui.left['bb_main_gui'] then
if player.gui.left['bb_main_gui'].stats_north then
player.gui.left['bb_main_gui'].stats_north.threat_north.caption = math.floor(global.bb_threat['north_biters'])
player.gui.left['bb_main_gui'].stats_south.threat_south.caption = math.floor(global.bb_threat['south_biters'])
end
end
end
global.gui_refresh_delay = game.tick + 5
end
function join_team(player, force_name, forced_join)
if not player.character then
return
end
if not forced_join then
if global.tournament_mode then
player.print('The game is set to tournament mode. Teams can only be changed via team manager.', {r = 0.98, g = 0.66, b = 0.22})
return
end
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 not global.training_mode and global.bb_settings.team_balancing then
if not forced_join then
if #game.forces[force_name].connected_players > #game.forces[enemy_team].connected_players then
if not global.chosen_team[player.name] then
player.print('Team ' .. force_name .. ' has too many players currently.', {r = 0.98, g = 0.66, b = 0.22})
return
end
end
end
end
if global.chosen_team[player.name] then
if not forced_join then
if game.tick - global.spectator_rejoin_delay[player.name] < 3600 then
player.print(
'Not ready to return to your team yet. Please wait ' .. 60 - (math.floor((game.tick - global.spectator_rejoin_delay[player.name]) / 60)) .. ' seconds.',
{r = 0.98, g = 0.66, b = 0.22}
)
return
end
end
local p = surface.find_non_colliding_position('character', game.forces[force_name].get_spawn_position(surface), 16, 0.5)
if not p then
game.print('No spawn position found for ' .. player.name .. '!', {255, 0, 0})
return
end
player.teleport(p, surface)
player.force = game.forces[force_name]
player.character.destructible = true
Public.refresh()
game.permissions.get_group('Default').add_player(player)
local msg = table.concat({'Team ', player.force.name, ' player ', player.name, ' is no longer spectating.'})
game.print(msg, {r = 0.98, g = 0.66, b = 0.22})
Server.to_discord_bold(msg)
player.spectator = false
return
end
local pos = surface.find_non_colliding_position('character', game.forces[force_name].get_spawn_position(surface), 8, 1)
if not pos then
pos = game.forces[force_name].get_spawn_position(surface)
end
player.teleport(pos)
player.force = game.forces[force_name]
player.character.destructible = true
game.permissions.get_group('Default').add_player(player)
if not forced_join then
local c = player.force.name
if global.tm_custom_name[player.force.name] then
c = global.tm_custom_name[player.force.name]
end
local message = table.concat({player.name, ' has joined team ', c, '!'})
game.print(message, {r = 0.98, g = 0.66, b = 0.22})
Server.to_discord_bold(message)
end
local i = player.get_inventory(defines.inventory.character_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}
if bb_config.additional_starting_resources then
player.insert {name = 'burner-mining-drill', count = 10}
end
global.chosen_team[player.name] = force_name
player.spectator = false
Public.refresh()
end
function spectate(player, forced_join)
if not player.character then
return
end
if not forced_join then
if global.tournament_mode then
player.print('The game is set to tournament mode. Teams can only be changed via team manager.', {r = 0.98, g = 0.66, b = 0.22})
return
end
end
player.teleport(player.surface.find_non_colliding_position('character', {0, 0}, 4, 1))
player.force = game.forces.spectator
player.character.destructible = false
if not forced_join then
local msg = player.name .. ' is spectating.'
game.print(msg, {r = 0.98, g = 0.66, b = 0.22})
Server.to_discord_bold(msg)
end
game.permissions.get_group('spectator').add_player(player)
global.spectator_rejoin_delay[player.name] = game.tick
Public.create_main_gui(player)
player.spectator = true
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, ' .. wait_messages[math_random(1, #wait_messages)], {r = 0.98, g = 0.66, b = 0.22})
return
end
join_team(player, team[name])
end
local spy_forces = {{'north', 'south'}, {'south', 'north'}}
function Public.spy_fish()
for _, f in pairs(spy_forces) do
if global.spy_fish_timeout[f[1]] - game.tick > 0 then
local r = 96
local surface = game.surfaces['biter_battles']
for _, player in pairs(game.forces[f[2]].connected_players) do
game.forces[f[1]].chart(surface, {{player.position.x - r, player.position.y - r}, {player.position.x + r, player.position.y + r}})
end
else
global.spy_fish_timeout[f[1]] = 0
end
end
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
Public.create_main_gui(player)
end
return
end
if name == 'join_north_button' then
join_gui_click(name, player)
return
end
if name == 'join_south_button' then
join_gui_click(name, player)
return
end
if name == 'raw-fish' then
Functions.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
Public.create_main_gui(player)
end
if name == 'bb_view_players' then
global.bb_view_players[player.name] = true
Public.create_main_gui(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(36000 / #game.connected_players)
else
global.game_lobby_timeout = 599940
end
--if not global.chosen_team[player.name] then
-- if global.tournament_mode then
-- player.force = game.forces.spectator
-- else
-- player.force = game.forces.player
-- end
--end
create_sprite_button(player)
Public.create_main_gui(player)
end
event.add(defines.events.on_gui_click, on_gui_click)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
return Public