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https://github.com/ComfyFactory/ComfyFactorio.git
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396 lines
12 KiB
Lua
396 lines
12 KiB
Lua
local Public = require 'maps.mountain_fortress_v3.table'
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local Gui = require 'utils.gui'
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local SpamProtection = require 'utils.spam_protection'
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local Stateful = require 'maps.mountain_fortress_v3.stateful.table'
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local Server = require 'utils.server'
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local Event = require 'utils.event'
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local Core = require 'utils.core'
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local StatData = require 'utils.datastore.statistics'
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local RPG = require 'modules.rpg.main'
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local math = math
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local ipairs = ipairs
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local table = table
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local main_frame_name = Gui.uid_name()
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local selection_button_name = Gui.uid_name()
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local function highest_count(tbl, fair_vote)
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if #tbl == 0 then
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return nil
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end
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local highest = 0
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for _, v in ipairs(tbl) do
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if v.count > highest then
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highest = v.count
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end
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end
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local winners = {}
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for _, v in ipairs(tbl) do
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if v.count == highest then
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table.insert(winners, v.index)
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end
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end
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if #winners == 1 then
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return winners[1]
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end
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if #winners == 0 then
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return nil
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end
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if fair_vote then
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return winners[math.random(#winners)]
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else
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local sum = 0
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for _, idx in ipairs(winners) do
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sum = sum + idx
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end
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return math.floor((sum / #winners) + 0.5)
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end
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end
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local function clear_main_frame(player)
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local screen = player.gui.screen
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if screen[main_frame_name] and screen[main_frame_name].valid then
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screen[main_frame_name].destroy()
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end
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end
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local function buff_main_frame(player, voted_index)
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if player.gui.screen[main_frame_name] then
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clear_main_frame(player)
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end
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local buff_selection = Public.get('buff_selection')
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if not buff_selection or not next(buff_selection) then
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return
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end
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if game.tick > buff_selection.closing_timeout then
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return
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end
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local main_frame, inside_frame = Gui.add_main_frame_with_toolbar(player, 'screen', main_frame_name, nil, nil, 'Buff selection')
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if not inside_frame then
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return
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end
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main_frame.force_auto_center()
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for i = 1, #buff_selection.buffs, 1 do
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local buff = buff_selection.buffs[i]
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local button_flow =
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inside_frame.add
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{
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type = 'flow',
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name = tostring(i),
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direction = 'horizontal'
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}
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button_flow.style.horizontal_align = 'center'
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button_flow.style.horizontally_stretchable = true
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local b = button_flow.add({ type = 'button', name = selection_button_name, caption = buff.name })
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b.style.horizontal_align = 'center'
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b.style.vertical_align = 'center'
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b.style.font_color = buff.color
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b.style.font = 'heading-2'
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b.tooltip = buff.tooltip
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if voted_index and voted_index == i then
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b.enabled = false
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b.tooltip = b.tooltip .. '\nYou have already voted for this buff.'
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end
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end
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local label_flow =
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inside_frame.add
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{
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type = 'flow'
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}
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inside_frame.add({ type = 'line' })
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label_flow.style.horizontal_align = 'center'
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label_flow.style.horizontally_stretchable = true
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local timer_flow =
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inside_frame.add
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{
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type = 'flow'
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}
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timer_flow.style.horizontal_align = 'center'
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timer_flow.style.horizontally_stretchable = true
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local b =
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timer_flow.add(
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{
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type = 'button',
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caption = math.floor((buff_selection.closing_timeout - game.tick) / 3600) .. ' minutes left until voting closes.'
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}
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)
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b.style.font_color = { r = 0.66, g = 0.0, b = 0.66 }
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b.style.font = 'default-semibold'
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b.style.minimal_width = 96
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b.enabled = false
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Gui.set_data(main_frame, b)
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inside_frame.add({ type = 'line' })
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end
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local function set_buffs_voting()
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local buff_selection = Public.get('buff_selection')
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if not buff_selection or not next(buff_selection) then
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return
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end
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local index = highest_count(buff_selection.buffs)
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if not index or not buff_selection.buffs[index] then
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return
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end
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if buff_selection.index ~= index then
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local message = table.concat({ '*** Current buff has changed to ', buff_selection.buffs[index].name, '! ***' })
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game.print(message, { color = buff_selection.buffs[index].print_color })
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end
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buff_selection.index = index
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buff_selection.name = buff_selection.buffs[index].name
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buff_selection.value = buff_selection.buffs[index].value
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end
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Gui.on_click(
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selection_button_name,
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function (event)
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local is_spamming = SpamProtection.is_spamming(event.player, nil, 'Poll buff selection frame name')
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if is_spamming then
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return
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end
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local element = event.element
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if not element or not element.valid then
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return
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end
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local player = event.player
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if not player or not player.valid then
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return
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end
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local buff_selection = Public.get('buff_selection')
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if not buff_selection or not next(buff_selection) then
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return
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end
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local i = tonumber(element.parent.name)
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if game.tick > buff_selection.closing_timeout then
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clear_main_frame(player)
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return
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end
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if buff_selection.all_votes[player.name] and buff_selection.all_votes[player.name].index == i then
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player.print('You have already voted for ' .. buff_selection.buffs[i].name .. '.', { color = buff_selection.buffs[i].print_color })
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clear_main_frame(player)
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return
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end
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if buff_selection.all_votes[player.name] then
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local index = buff_selection.all_votes[player.name].index
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buff_selection.buffs[index].count = buff_selection.buffs[index].count - 1
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if buff_selection.buffs[index].count <= 0 then
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buff_selection.buffs[index].count = 0
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end
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end
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buff_selection.buffs[i].count = buff_selection.buffs[i].count + 1
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buff_selection.all_votes[player.name] = { voted = true, index = i }
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set_buffs_voting()
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buff_main_frame(player, i)
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clear_main_frame(player)
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local message = '*** ' .. player.name .. ' has voted for ' .. buff_selection.buffs[i].name .. '! ***'
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game.print(message, { color = buff_selection.buffs[i].print_color })
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end
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)
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local function get_random_color()
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return { r = math.random(), g = math.random(), b = math.random() }
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end
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function Public.init_buff_selection(buffs)
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local buff_selection = Public.get('buff_selection')
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if not buff_selection or not buff_selection.buffs then
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Server.output_script_data('buff_selection not found while initing buff selection - check stateful/table.lua')
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return
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end
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if not buffs or #buffs == 0 then
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Server.output_script_data('buffs not found while initing buff selection, buffs equals to zero')
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return
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end
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buff_selection.closing_timeout = game.tick + 10800 -- 3 minutes
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for i = 1, #buffs, 1 do
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local buff = buffs[i]
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if not buff or not next(buff) then
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Server.output_script_data('error while iterating buffs while initing buff selection')
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return
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end
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buff_selection.buffs[#buff_selection.buffs + 1] =
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{
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name = buff.poll_name,
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tooltip = buff.tooltip,
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count = 0,
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index = #buff_selection.buffs + 1,
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color = get_random_color(),
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print_color = get_random_color(),
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raw = buff
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}
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end
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end
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function Public.reward_goal_completion()
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local adjusted_zones = Public.get('adjusted_zones')
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local locomotive = Public.get('locomotive')
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if not locomotive then
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return
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end
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if not locomotive.valid then
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return
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end
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local zone = math.floor((math.abs(locomotive.position.y / Public.zone_settings.zone_depth)) % adjusted_zones.size) + 1
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if math.random(1, 2) == 1 then
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local players = game.connected_players
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for i = 1, #players do
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local rng = math.random(2048, 8192)
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local scale_factor = 0.8 + (zone / 20)
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rng = math.floor(rng * scale_factor)
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local player = players[i]
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if player and player.valid then
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if player.can_insert({ name = 'coin', count = rng }) then
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player.insert({ name = 'coin', count = rng })
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StatData.get_data(player):increase('coins', rng)
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end
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end
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end
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return 'Coins have been granted to the whole team'
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else
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local rng = math.random(8192, 16384)
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local scale_factor = 0.8 + (zone / 20)
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rng = math.floor(rng * scale_factor)
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RPG.add_to_global_pool(rng)
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return 'XP has been granted to the global pool'
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end
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end
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function Public.set_multi_command_final_battle()
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local active_surface_index = Public.get('active_surface_index')
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if not active_surface_index then return end
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local surface = game.get_surface(active_surface_index)
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if not surface or not surface.valid then
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return
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end
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local locomotive = Public.get('locomotive')
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if not locomotive or not locomotive.valid then
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return
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end
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surface.set_multi_command(
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{
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command =
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{
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type = defines.command.attack,
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target = locomotive,
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distraction = defines.distraction.by_anything
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},
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unit_count = 60,
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force = 'aggressors',
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unit_search_distance = 256
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}
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)
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end
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Event.on_nth_tick(60, function ()
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local buff_selection = Public.get('buff_selection')
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if not buff_selection or not next(buff_selection) then
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return
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end
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if not buff_selection.voting_started then
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return
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end
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Core.iter_connected_players(function (player)
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if player and player.valid then
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if not buff_selection.voting_closed then
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local frame = player.gui.screen[main_frame_name]
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if not frame or not frame.valid then
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local voted_index = buff_selection.all_votes[player.name] and buff_selection.all_votes[player.name].index
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buff_main_frame(player, voted_index)
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else
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local b = Gui.get_data(frame)
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if b then
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local minutes = math.floor((buff_selection.closing_timeout - game.tick) / 3600)
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local minutes_str = minutes .. ' minutes left until voting closes.'
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if minutes == 0 then
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minutes_str = 'Less than 1 minute left until voting closes!'
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elseif minutes == 1 then
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minutes_str = 'Voting closes in 1 minute!'
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end
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b.caption = minutes_str
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end
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end
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else
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clear_main_frame(player)
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end
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end
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end)
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buff_selection.closing_timeout = buff_selection.closing_timeout - 1
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if game.tick > buff_selection.closing_timeout and not buff_selection.voting_closed then
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buff_selection.voting_closed = true
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set_buffs_voting()
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local buff = buff_selection.buffs[buff_selection.index]
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if not buff then
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Server.output_script_data('buff not found while voting closed')
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local buff_fallback = Stateful.save_settings()
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Public.notify_won_to_discord(buff_fallback)
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local locomotive = Public.get('locomotive')
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if locomotive and locomotive.valid then
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locomotive.surface.spill_item_stack({ position = locomotive.position, stack = { name = 'coin', count = 512, quality = 'normal' } })
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end
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Public.set('game_reset_tick', 5400)
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Server.output_script_data('fallback buff granted')
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return
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end
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local str = 'Votes have closed! Buff granted: ' .. buff.name .. '!'
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game.print(str)
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Server.to_discord_embed(str)
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Public.set('game_reset_tick', 5400)
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Public.notify_won_to_discord(buff.raw)
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local locomotive = Public.get('locomotive')
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if locomotive and locomotive.valid then
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locomotive.surface.spill_item_stack({ position = locomotive.position, stack = { name = 'coin', count = 512, quality = 'normal' } })
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end
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Stateful.save_settings(buff.raw)
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return
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end
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end)
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Public.buff_main_frame = buff_main_frame
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return Public
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