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ComfyFactorio/maps/pirates/gui/crew.lua
2022-07-15 15:18:01 +03:00

530 lines
17 KiB
Lua

-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates.
local Memory = require 'maps.pirates.memory'
local Common = require 'maps.pirates.common'
local Utils = require 'maps.pirates.utils_local'
local Roles = require 'maps.pirates.roles.roles'
local Crew = require 'maps.pirates.crew'
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
local window
--*** OVERALL FLOW ***--
if player.gui.screen[window_name .. '_piratewindow'] then player.gui.screen[window_name .. '_piratewindow'].destroy() return end
if not Common.is_id_valid(memory.id) then return end
window = GuiCommon.new_window(player, window_name)
flow = window.add {
type = 'scroll-pane',
name = 'scroll_pane',
direction = 'vertical',
horizontal_scroll_policy = 'never',
vertical_scroll_policy = 'auto'
}
flow.style.maximal_height = 500
flow.style.bottom_padding = 20
--*** 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 = {'pirates.gui_crew_window_buttons_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 = {'pirates.gui_crew_window_buttons_quit_crew_tooltip'}
flow3 = flow2.add({
name = 'leave_spectators',
type = 'button',
caption = {'pirates.gui_crew_window_buttons_quit_spectators'},
})
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 = {'pirates.gui_crew_window_buttons_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 = {'pirates.gui_crew_window_buttons_join_spectators'},
})
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 = {'pirates.gui_crew_window_buttons_join_spectators_tooltip'}
--*** MEMBERS AND SPECTATORS ***--
flow2 = GuiCommon.flow_add_section(flow, 'members', {'pirates.gui_crew_window_crewmembers'})
flow3 = flow2.add({
name = 'members_listbox',
type = 'list-box',
})
flow3.style.margin = 2
flow3.style.maximal_height = 350
flow3 = flow2.add({
name = 'officer_resign',
type = 'button',
caption = {'pirates.gui_crew_window_crewmembers_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 = {'pirates.gui_crew_window_crewmembers_resign_as_officer_tooltip'}
flow2 = GuiCommon.flow_add_section(flow, 'spectators', {'pirates.gui_crew_window_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', {'pirates.gui_crew_window_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
--*** CAPTAIN's ACTIONS ***--
flow2 = GuiCommon.flow_add_section(flow, 'captain', {'pirates.gui_crew_window_captains_actions'})
flow3 = flow2.add({
name = 'capn_disband_crew',
type = 'button',
caption = {'pirates.gui_crew_window_captains_actions_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 = {'pirates.gui_crew_window_captains_actions_disband_crew_tooltip'}
flow3 = flow2.add({
name = 'capn_disband_are_you_sure',
type = 'button',
caption = {'pirates.gui_crew_window_captains_actions_disband_crew_check'},
})
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 = {'pirates.gui_crew_window_captains_actions_disband_crew_check_tooltip'}
flow3 = flow2.add({
name = 'capn_renounce',
type = 'button',
caption = {'pirates.gui_crew_window_captains_actions_renounce_title'},
})
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 = {'pirates.gui_crew_window_captains_actions_renounce_title_tooltip'}
flow3 = flow2.add({
name = 'capn_pass',
type = 'button',
caption = {'pirates.gui_crew_window_captains_actions_pass_title'},
})
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 = {'pirates.gui_crew_window_captains_actions_pass_title_tooltip'}
flow3 = flow2.add({
name = 'capn_plank',
type = 'button',
caption = {'pirates.gui_crew_window_captains_actions_plank'},
})
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 = {'pirates.gui_crew_window_captains_actions_plank_tooltip'}
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 = {'pirates.gui_crew_window_captains_actions_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 = {'pirates.gui_crew_window_captains_actions_make_officer_tooltip'}
flow3 = flow2.add({
name = 'unmake_officer',
type = 'button',
caption = {'pirates.gui_crew_window_captains_actions_unmake_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 = {'pirates.gui_crew_window_captains_actions_unmake_officer_tooltip'}
flow3 = flow2.add({
name = 'capn_summon_crew',
type = 'button',
caption = {'pirates.gui_crew_window_captains_actions_summon_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 = {'pirates.gui_crew_window_captains_actions_summon_crew_tooltip'}
flow3 = flow2.add({
name = 'capn_requisition',
type = 'button',
caption = {'pirates.gui_crew_window_captains_actions_tax'},
})
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 = {'pirates.gui_crew_window_captains_actions_tax_tooltip', Common.coin_tax_percentage}
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 = {'pirates.gui_crew_window_captains_actions_undock_tip'}
GuiCommon.flow_add_close_button(window, 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 window = player.gui.screen[window_name .. '_piratewindow']
local flow = window.scroll_pane
local memory = Memory.get_crew_memory()
local playercrew_status = GuiCommon.crew_overall_state_bools(player.index)
--*** WHAT TO SHOW ***--
flow.difficulty_vote.visible = memory.overworldx and memory.overworldx == 0
flow.members.body.officer_resign.visible = memory.officers_table and memory.officers_table[player.index]
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
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.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 Common.is_id_valid(memory.id) then
window.caption = memory.name
flow.crew_age.caption = {'pirates.gui_crew_window_crew_age', Utils.time_mediumform((memory.age or 0)/60)}
flow.crew_capacity_and_difficulty.caption = {'pirates.gui_crew_window_crew_capacity_and_difficulty', CoreData.difficulty_options[memory.difficulty_option].text, CoreData.capacity_options[memory.capacity_option].text3}
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 = {'pirates.gui_crew_window_crew_count', (#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, 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_tax(memory.playerindex_captain)
end
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 = {'pirates.crew_disbanded', player.name, memory.name, 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}, true)
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 == '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