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ComfyFactorio/maps/pirates/gui/crew.lua
danielmartin0 4b1949c4a1 patch
2022-03-20 11:41:23 +00:00

666 lines
21 KiB
Lua

local Memory = require 'maps.pirates.memory'
local Common = require 'maps.pirates.common'
local Utils = require 'maps.pirates.utils_local'
-- local Math = require 'maps.pirates.math'
-- local Surfaces = require 'maps.pirates.surfaces.surfaces'
local Roles = require 'maps.pirates.roles.roles'
local Classes = require 'maps.pirates.roles.classes'
local Crew = require 'maps.pirates.crew'
-- local Progression = require 'maps.pirates.progression'
-- local Structures = require 'maps.pirates.structures.structures'
local _inspect = require 'utils.inspect'.inspect
-- local Boats = require 'maps.pirates.structures.boats.boats'
local GuiCommon = require 'maps.pirates.gui.common'
local CoreData = require 'maps.pirates.coredata'
local Server = require 'utils.server'
local Public = {}
local window_name = 'crew'
function Public.toggle_window(player)
local memory = Memory.get_crew_memory()
local flow, flow2, flow3, flow4
--*** OVERALL FLOW ***--
if player.gui.screen[window_name .. '_piratewindow'] then player.gui.screen[window_name .. '_piratewindow'].destroy() return end
if not memory.id then return end
flow = GuiCommon.new_window(player, window_name)
flow.caption = 'Crew'
--*** PARAMETERS OF RUN ***--
flow2 = flow.add({
name = 'crew_capacity_and_difficulty',
type = 'label',
})
flow2.style.left_margin = 5
flow2.style.top_margin = 0
flow2.style.bottom_margin = -3
flow2.style.single_line = false
flow2.style.maximal_width = 190
flow2.style.font = 'default'
flow2 = flow.add({
name = 'crew_age',
type = 'label',
})
flow2.style.left_margin = 5
flow2.style.top_margin = -3
flow2.style.bottom_margin = 0
flow2.style.single_line = true
flow2.style.maximal_width = 200
flow2.style.font = 'default'
-- flow2 = flow.add({
-- name = 'crew_difficulty',
-- type = 'label',
-- })
-- flow2.style.left_margin = 5
-- flow2.style.top_margin = -3
-- flow2.style.bottom_margin = 0
-- flow2.style.single_line = false
-- flow2.style.maximal_width = 190
-- flow2.style.font = 'default'
--*** MEMBERSHIP BUTTONS ***--
flow2 = flow.add({
name = 'membership_buttons',
type = 'flow',
direction = 'horizontal',
})
flow3 = flow2.add({
name = 'leave_crew',
type = 'button',
caption = 'Quit Crew',
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3.tooltip = 'Return to the lobby.'
flow3 = flow2.add({
name = 'leave_spectators',
type = 'button',
caption = 'Return to Lobby',
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3 = flow2.add({
name = 'spectator_join_crew',
type = 'button',
caption = 'Join Crew',
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3 = flow2.add({
name = 'crewmember_join_spectators',
type = 'button',
caption = 'Spectate',
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3.tooltip = 'You won\t be able to rejoin the crew for a short while after you do this.'
--*** MEMBERS AND SPECTATORS ***--
flow2 = GuiCommon.flow_add_section(flow, 'members', 'Crew Members')
flow3 = flow2.add({
name = 'members_listbox',
type = 'list-box',
})
flow3.style.margin = 2
flow3.style.maximal_height = 350
flow3 = flow2.add({
name = 'class_renounce',
type = 'button',
caption = 'Give Up Class',
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3.tooltip = 'The class will become available for other crewmembers to take.'
flow3 = flow2.add({
name = 'officer_resign',
type = 'button',
caption = 'Resign as Officer',
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3.tooltip = 'Give up the officer role.'
flow2 = GuiCommon.flow_add_section(flow, 'spectators', 'Spectators')
flow3 = flow2.add({
name = 'spectators_listbox',
type = 'list-box',
})
flow3.style.margin = 2
flow3.style.maximal_height = 150
--*** DIFFICULTY VOTE ***--
flow2 = GuiCommon.flow_add_section(flow, 'difficulty_vote', 'Vote for Difficulty')
for i, o in ipairs(CoreData.difficulty_options) do
flow3 = flow2.add({
name = 'difficulty_option_' .. i,
type = 'button',
caption = o.text,
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
end
--*** SPARE CLASSES ***--
flow2 = GuiCommon.flow_add_section(flow, 'spare_classes', 'Spare Classes')
flow3 = flow2.add({
name = 'list',
type = 'label',
})
flow3.style.left_margin = 5
flow3.style.top_margin = -3
flow3.style.bottom_margin = -3
flow3.style.single_line = false
flow3.style.maximal_width = 160
flow3.style.font = 'default-dropdown'
flow3 = flow2.add({
name = 'assign_flow',
type = 'flow',
direction = 'vertical',
})
flow3.style.top_margin = 3
for _, c in ipairs(Classes.Class_List) do
flow4 = flow3.add({
name = 'assign_class_' .. c,
type = 'button',
caption = 'Give class: ' .. Classes.display_form[c],
})
flow4.style.minimal_width = 95
flow4.style.font = 'default-bold'
flow4.style.font_color = {r=0.10, g=0.10, b=0.10}
flow4.tooltip = 'Give the selected player the class ' .. Classes.display_form[c] .. '.\n\n Class description: ' .. Classes.explanation[c]
-- flow4.tooltip = 'Give this class to the selected player.'
end
for _, c in ipairs(Classes.Class_List) do
flow4 = flow3.add({
name = 'selfassign_class_' .. c,
type = 'button',
caption = 'Take class: ' .. Classes.display_form[c],
})
flow4.style.minimal_width = 95
flow4.style.font = 'default-bold'
flow4.style.font_color = {r=0.10, g=0.10, b=0.10}
flow4.tooltip = 'Give yourself the spare class ' .. Classes.display_form[c] .. '.\n\nClass description: ' .. Classes.explanation[c]
end
--*** CAPTAIN's ACTIONS ***--
flow2 = GuiCommon.flow_add_section(flow, 'captain', 'Captain\'s Actions')
flow3 = flow2.add({
name = 'capn_disband_crew',
type = 'button',
caption = 'Disband Crew',
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3.tooltip = 'End the run. You will be prompted again after clicking.'
flow3 = flow2.add({
name = 'capn_disband_are_you_sure',
type = 'button',
caption = 'ARE YOU SURE?',
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3.tooltip = 'Click to disband the crew.'
flow3 = flow2.add({
name = 'capn_renounce',
type = 'button',
caption = 'Renounce Captainhood',
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3.tooltip = 'You will no longer be captain, and the role will be passed around until a crewmember takes it.'
flow3 = flow2.add({
name = 'capn_pass',
type = 'button',
caption = 'Pass Captain To',
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3.tooltip = 'Make the selected crewmember into the Captain.'
flow3 = flow2.add({
name = 'capn_plank',
type = 'button',
caption = 'Plank (Make Spectator)',
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3.tooltip = 'The player will be returned to the lobby and can\'t join your crew for a while.'
flow3 = flow2.add({
name = 'line',
type = 'line',
})
flow3.style.width = 50
flow3.style.left_margin = 20
flow3.style.top_margin = 4
flow3.style.bottom_margin = 4
-- flow3 = flow2.add({
-- name = 'capn_undock_normal',
-- type = 'button',
-- caption = 'Undock Boat',
-- })
-- flow3.style.minimal_width = 95
-- flow3.style.font = 'default-bold'
-- flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3 = flow2.add({
name = 'make_officer',
type = 'button',
caption = 'Make Officer',
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3.tooltip = 'Make this player an Officer.'
flow3 = flow2.add({
name = 'unmake_officer',
type = 'button',
caption = 'Unamake Officer',
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3.tooltip = 'Remove this player as an Officer.'
flow3 = flow2.add({
name = 'revoke_class',
type = 'button',
caption = 'Revoke Class',
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3.tooltip = 'Put this player\'s class back in the Spare Classes pool.'
flow3 = flow2.add({
name = 'capn_summon_crew',
type = 'button',
caption = 'Summon Crew to Ship',
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3.tooltip = 'Teleport crewmembers to the ship.'
flow3 = flow2.add({
name = 'capn_requisition',
type = 'button',
caption = 'Requisition Items',
})
flow3.style.minimal_width = 95
flow3.style.font = 'default-bold'
flow3.style.font_color = {r=0.10, g=0.10, b=0.10}
flow3.tooltip = 'Take doubloons and uranium-235 from each non-officer.'
flow2 = flow.add({
name = 'undock_tip',
type = 'label',
})
flow2.style.left_margin = 5
flow2.style.top_margin = -8
flow2.style.bottom_margin = 7
flow2.style.single_line = false
flow2.style.maximal_width = 190
flow2.style.font = 'default'
flow2.caption = 'To undock, use the top toolbar.'
--
GuiCommon.flow_add_close_button(flow, window_name .. '_piratebutton')
end
-- function Public.regular_update(player)
-- end
function Public.full_update(player)
if Public.regular_update then Public.regular_update(player) end
if not player.gui.screen[window_name .. '_piratewindow'] then return end
local flow = player.gui.screen[window_name .. '_piratewindow']
local memory = Memory.get_crew_memory()
local playercrew_status = GuiCommon.crew_overall_state_bools(player.index)
-- local destination = Common.current_destination()
--*** WHAT TO SHOW ***--
flow.difficulty_vote.visible = memory.overworldx and memory.overworldx == 0
flow.members.body.class_renounce.visible = memory.classes_table and memory.classes_table[player.index]
flow.members.body.officer_resign.visible = memory.officers_table and memory.officers_table[player.index]
flow.spare_classes.visible = memory.spare_classes and #memory.spare_classes > 0
local other_player_selected = flow.members.body.members_listbox.selected_index ~= 0 and tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2]) ~= player.index
local any_class_button = false
for _, c in pairs(Classes.Class_List) do
if memory.spare_classes and Utils.contains(memory.spare_classes, c) and (not (player.controller_type == defines.controllers.spectator)) then
if Common.is_captain(player) and memory.crewplayerindices and #memory.crewplayerindices > 1 then
if other_player_selected and (not (memory.classes_table[tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2])])) then
flow.spare_classes.body.assign_flow['selfassign_class_' .. c].visible = false
flow.spare_classes.body.assign_flow['assign_class_' .. c].visible = true
any_class_button = true
else
flow.spare_classes.body.assign_flow['assign_class_' .. c].visible = false
if (not memory.classes_table[player.index]) then
flow.spare_classes.body.assign_flow['selfassign_class_' .. c].visible = true
any_class_button = true
else
flow.spare_classes.body.assign_flow['selfassign_class_' .. c].visible = false
end
end
else
flow.spare_classes.body.assign_flow['assign_class_' .. c].visible = false
if (not memory.classes_table[player.index]) then
flow.spare_classes.body.assign_flow['selfassign_class_' .. c].visible = true
any_class_button = true
else
flow.spare_classes.body.assign_flow['selfassign_class_' .. c].visible = false
end
end
else
flow.spare_classes.body.assign_flow['assign_class_' .. c].visible = false
flow.spare_classes.body.assign_flow['selfassign_class_' .. c].visible = false
end
end
flow.spare_classes.body.assign_flow.visible = any_class_button
flow.captain.visible = Common.is_captain(player)
flow.undock_tip.visible = Common.is_captain(player)
flow.captain.body.capn_pass.visible = other_player_selected
flow.captain.body.capn_plank.visible = flow.captain.body.capn_pass.visible
flow.captain.body.make_officer.visible = other_player_selected and (not (memory.officers_table and memory.officers_table[tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2])]))
flow.captain.body.unmake_officer.visible = other_player_selected and ((memory.officers_table and memory.officers_table[tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2])]))
flow.captain.body.revoke_class.visible = other_player_selected and (memory.classes_table[tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2])])
-- 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))
flow.captain.body.capn_summon_crew.visible = false
flow.captain.body.capn_requisition.visible = true
-- 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)
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
flow.captain.body.capn_disband_crew.visible = not flow.captain.body.capn_disband_are_you_sure.visible
flow.members.visible = true
flow.spectators.visible = (#memory.spectatorplayerindices > 0)
-- flow.crew_age.visible = true
-- -- flow.crew_age.visible = memory.mode and memory.mode == 'speedrun'
-- flow.crew_difficulty.visible = true
local count = 0
if playercrew_status.spectating then
for _, v in pairs(memory.crewplayerindices) do
if Common.validate_player(game.players[v]) then count = count + 1 end
end
end
flow.membership_buttons.spectator_join_crew.visible = playercrew_status.spectating and (not (count >= memory.capacity))
flow.membership_buttons.leave_crew.visible = playercrew_status.adventuring
-- flow.membership_buttons.crewmember_join_spectators.visible = playercrew_status.adventuring
flow.membership_buttons.crewmember_join_spectators.visible = false --disabled spectators for now... might not play well with maze world
flow.membership_buttons.leave_spectators.visible = playercrew_status.spectating
flow.membership_buttons.spectator_join_crew.visible = 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))
--== UPDATE CONTENT ==--
if memory.id then
flow.caption = memory.name
flow.crew_age.caption = 'Age: ' .. Utils.time_mediumform((memory.age or 0)/60)
-- flow.crew_difficulty.caption = 'Difficulty: ' .. CoreData.difficulty_options[memory.difficulty_option].text
flow.crew_capacity_and_difficulty.caption = CoreData.difficulty_options[memory.difficulty_option].text .. ', Capacity ' .. CoreData.capacity_options[memory.capacity_option].text
if flow.spare_classes.visible then
local str = ''
for i, c in ipairs(memory.spare_classes) do
if i>1 then str = str .. ', ' end
str = str .. Classes.display_form[c]
end
str = str .. '.'
flow.spare_classes.body.list.caption = str
end
end
if flow.members.visible then
local wrappedcrew = {}
for _, index in pairs(memory.crewplayerindices) do
local player2 = game.players[index]
local tag_text = Roles.tag_text(player2)
wrappedcrew[#wrappedcrew + 1] = {'pirates.crewmember_displayform', index, player2.color.r, player2.color.g, player2.color.b, player2.name, tag_text}
end
GuiCommon.update_listbox(flow.members.body.members_listbox, wrappedcrew)
flow.members.header.caption = 'Crew Members (' .. (#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)
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 flow = player.gui.screen[window_name .. '_piratewindow']
local memory = Memory.get_crew_memory()
if eventname == 'crewmember_join_spectators' then
Crew.join_spectators(player, memory.id)
return
end
if eventname == 'leave_spectators' then
Crew.leave_spectators(player)
return
end
if eventname == 'spectator_join_crew' then
Crew.join_crew(player, memory.id)
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, 13) and string.sub(eventname, 1, 13) == 'assign_class_' then
local other_id = tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2])
Classes.assign_class(other_id, tonumber(string.sub(eventname, 14, -1)))
return
end
if string.sub(eventname, 1, 17) and string.sub(eventname, 1, 17) == 'selfassign_class_' then
Classes.assign_class(player.index, tonumber(string.sub(eventname, 18, -1)), true)
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_requisition(memory.playerindex_captain)
end
return
end
if eventname == 'class_renounce' then
Classes.try_renounce_class(player, true)
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 = player.name .. ' disbanded ' .. memory.name .. ', after ' .. 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)
end
Crew.disband_crew(true)
end
return
end
if eventname == 'capn_pass' then
local other_id = tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2])
Roles.pass_captainhood(player, game.players[other_id])
return
end
if eventname == 'make_officer' then
local other_id = tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2])
Roles.make_officer(player, game.players[other_id])
return
end
if eventname == 'unmake_officer' then
local other_id = tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2])
Roles.unmake_officer(player, game.players[other_id])
return
end
if eventname == 'revoke_class' then
local other_id = tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2])
Roles.revoke_class(player, game.players[other_id])
return
end
if eventname == 'capn_plank' then
local other_id = tonumber(flow.members.body.members_listbox.get_item(flow.members.body.members_listbox.selected_index)[2])
Crew.plank(player, game.players[other_id])
return
end
end
return Public