mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-08 00:39:30 +02:00
319 lines
12 KiB
Lua
319 lines
12 KiB
Lua
local event = require 'utils.event'
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local spy_fish = require "maps.biter_battles_v2.spy_fish"
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local feed_the_biters = require "maps.biter_battles_v2.feeding"
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local food_names = {
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["automation-science-pack"] = "automation science",
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["logistic-science-pack"] = "logistic science",
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["military-science-pack"] = "military science",
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["chemical-science-pack"] = "chemical science",
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["production-science-pack"] = "production science",
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["utility-science-pack"] = "utility science",
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["space-science-pack"] = "space science"
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}
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local gui_values = {
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[1] = {force = "north", c1 = "Team North", c2 = "JOIN NORTH", n1 = "join_north_button",
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t1 = "Evolution of the North side biters. Can go beyond 100% for endgame modifiers.",
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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}},
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[2] = {force = "south", c1 = "Team South", c2 = "JOIN SOUTH", n1 = "join_south_button",
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t1 = "Evolution of the South side biters. Can go beyond 100% for endgame modifiers.",
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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}}
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}
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local function create_sprite_button(player)
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if player.gui.top["bb_toggle_button"] then return end
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local button = player.gui.top.add { name = "bb_toggle_button", type = "sprite-button", sprite = "entity/behemoth-spitter" }
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button.style.font = "default-bold"
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button.style.minimal_height = 38
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button.style.minimal_width = 38
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button.style.top_padding = 2
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button.style.left_padding = 4
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button.style.right_padding = 4
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button.style.bottom_padding = 2
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end
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local function create_first_join_gui(player)
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if not global.game_lobby_timeout then global.game_lobby_timeout = 5999940 end
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if global.game_lobby_timeout - game.tick < 0 then global.game_lobby_active = false end
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local frame = player.gui.left.add { type = "frame", name = "bb_main_gui", direction = "vertical" }
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local b = frame.add{ type = "label", caption = "Defend your Rocket Silo!" }
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b.style.font = "heading-1"
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b.style.font_color = {r=0.98, g=0.66, b=0.22}
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local b = frame.add { type = "label", caption = "Feed the enemy team's biters to gain advantage!" }
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b.style.font = "heading-2"
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b.style.font_color = {r=0.98, g=0.66, b=0.22}
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for _, gui_value in pairs(gui_values) do
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local t = frame.add { type = "table", column_count = 3 }
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local l = t.add { type = "label", caption = gui_value.c1}
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l.style.font = "heading-2"
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l.style.font_color = gui_value.color1
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local l = t.add { type = "label", caption = " - "}
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local l = t.add { type = "label", caption = #game.forces[gui_value.force].connected_players .. " Players "}
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l.style.font_color = { r=0.22, g=0.88, b=0.22}
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frame.add { type = "label", caption = "-----------------------------------------------------------"}
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local c = gui_value.c2
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local font_color = gui_value.color1
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if global.game_lobby_active then
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font_color = {r=0.7, g=0.7, b=0.7}
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c = c .. " (waiting for players... "
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c = c .. math.ceil((global.game_lobby_timeout - game.tick)/60)
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c = c .. ")"
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end
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local t = frame.add { type = "table", column_count = 4 }
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for _, p in pairs(game.forces.north.connected_players) do
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local l = t.add({type = "label", caption = p.name})
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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}
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l.style.font = "heading-2"
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end
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local b = frame.add { type = "sprite-button", name = gui_value.n1, caption = c }
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b.style.font = "default-large-bold"
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b.style.font_color = font_color
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b.style.minimal_width = 350
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end
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end
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local function create_main_gui(player)
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if player.gui.left["bb_main_gui"] then player.gui.left["bb_main_gui"].destroy() end
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if player.force.name == "player" then create_first_join_gui(player) return end
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local frame = player.gui.left.add { type = "frame", name = "bb_main_gui", direction = "vertical" }
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if player.force.name ~= "spectator" then
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frame.add { type = "table", name = "biter_battle_table", column_count = 4 }
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local t = frame.biter_battle_table
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local foods = {"automation-science-pack","logistic-science-pack","military-science-pack","chemical-science-pack","production-science-pack","utility-science-pack","space-science-pack","raw-fish"}
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local food_tooltips = {"1 Mutagen factor","3 Mutagen factor", "12 Mutagen factor", "24 Mutagen factor", "80 Mutagen factor", "138 Mutagen factor", "420 Mutagen factor", "Send spy"}
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local x = 1
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for _, f in pairs(foods) do
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local s = t.add { type = "sprite-button", name = f, sprite = "item/" .. f }
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s.tooltip = {"",food_tooltips[x]}
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s.style.minimal_height = 42
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s.style.minimal_width = 42
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s.style.top_padding = 0
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s.style.left_padding = 0
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s.style.right_padding = 0
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s.style.bottom_padding = 0
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x = x + 1
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end
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end
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for _, gui_value in pairs(gui_values) do
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local t = frame.add { type = "table", column_count = 3 }
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local l = t.add { type = "label", caption = gui_value.c1}
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l.style.font = "default-bold"
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l.style.font_color = gui_value.color1
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local l = t.add { type = "label", caption = " - "}
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local l = t.add { type = "label", caption = #game.forces[gui_value.force].connected_players .. " Players "}
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l.style.font_color = { r=0.22, g=0.88, b=0.22}
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if global.bb_view_players[player.name] == true then
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local t = frame.add { type = "table", column_count = 4 }
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for _, p in pairs(game.forces[gui_value.force].connected_players) do
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local l = t.add { type = "label", caption = p.name }
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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}
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end
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end
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local t = frame.add { type = "table", column_count = 4 }
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local l = t.add { type = "label", caption = "Evo:"}
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--l.style.minimal_width = 25
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l.tooltip = gui_value.t1
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local l = t.add {type = "label", caption = tostring(math.ceil(100 * global.bb_evolution[gui_value.force])) .. "%"}
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l.style.minimal_width = 38
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l.style.font_color = gui_value.color2
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l.style.font = "default-bold"
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l.tooltip = gui_value.t1
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local l = t.add { type = "label", caption = "Threat: "}
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l.style.minimal_width = 25
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l.tooltip = gui_value.t2
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local l = t.add { type = "label", caption = math.ceil(global.bb_threat[gui_value.force])}
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l.style.font_color = gui_value.color2
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l.style.font = "default-bold"
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l.style.minimal_width = 25
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l.tooltip = gui_value.t2
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frame.add { type = "label", caption = "-----------------------------"}
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end
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local t = frame.add { type = "table", column_count = 2 }
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if player.force.name == "spectator" then
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local b = t.add { type = "sprite-button", name = "bb_leave_spectate", caption = "Join Team" }
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else
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local b = t.add { type = "sprite-button", name = "bb_spectate", caption = "Spectate" }
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end
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if global.bb_view_players[player.name] == true then
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local b = t.add { type = "sprite-button", name = "bb_hide_players", caption = "Playerlist" }
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else
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local b = t.add { type = "sprite-button", name = "bb_view_players", caption = "Playerlist" }
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end
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for _, b in pairs(t.children) do
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b.style.font = "default-bold"
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b.style.font_color = { r=0.98, g=0.66, b=0.22}
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b.style.top_padding = 1
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b.style.left_padding = 1
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b.style.right_padding = 1
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b.style.bottom_padding = 1
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b.style.maximal_height = 30
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b.style.minimal_width = 86
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end
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end
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local function refresh_gui()
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for _, player in pairs(game.connected_players) do
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if player.gui.left["bb_main_gui"] then
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create_main_gui(player)
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end
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end
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end
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local function join_team(player, force_name)
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if not force_name then return end
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local surface = player.surface
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local enemy_team = "south"
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if force_name == "south" then enemy_team = "north" end
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if #game.forces[force_name].connected_players > #game.forces[enemy_team].connected_players then
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player.print("Team " .. force_name .. " has too many players currently.", {r = 0.98, g = 0.66, b = 0.22})
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return
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end
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if global.chosen_team[player.name] then
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if game.tick - global.spectator_rejoin_delay[player.name] < 1800 then
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player.print(
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"Not ready to return to your team yet. Please wait " .. 30-(math.ceil((game.tick - global.spectator_rejoin_delay[player.name])/60)) .. " seconds.",
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{r = 0.98, g = 0.66, b = 0.22}
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)
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return
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end
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local p = surface.find_non_colliding_position("player", game.forces[force_name].get_spawn_position(surface), 8, 0.5)
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player.teleport(p, surface)
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player.force = game.forces[force_name]
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player.character.destructible = true
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refresh_gui()
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game.permissions.get_group("Default").add_player(player.name)
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game.print("Team " .. player.force.name .. " player " .. player.name .. " is no longer spectating.", {r = 0.98, g = 0.66, b = 0.22})
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return
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end
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player.teleport(surface.find_non_colliding_position("player", game.forces[force_name].get_spawn_position(surface), 3, 1))
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player.force = game.forces[force_name]
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player.character.destructible = true
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game.permissions.get_group("Default").add_player(player.name)
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game.print(player.name .. " has joined team " .. player.force.name .. "!", {r = 0.98, g = 0.66, b = 0.22})
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local i = player.get_inventory(defines.inventory.player_main)
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i.clear()
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player.insert {name = 'pistol', count = 1}
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player.insert {name = 'raw-fish', count = 3}
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player.insert {name = 'firearm-magazine', count = 16}
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player.insert {name = 'iron-gear-wheel', count = 4}
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player.insert {name = 'iron-plate', count = 8}
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player.insert {name = 'utility-science-pack', count = 5000}
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player.insert {name = 'automation-science-pack', count = 1000}
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global.chosen_team[player.name] = force_name
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refresh_gui()
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end
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local function spectate(player)
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player.teleport(player.surface.find_non_colliding_position("player", {0,0}, 2, 1))
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player.force = game.forces.spectator
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player.character.destructible = false
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game.print(player.name .. " is spectating.", {r = 0.98, g = 0.66, b = 0.22})
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local permission_group = game.permissions.get_group("spectator")
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permission_group.add_player(player.name)
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global.spectator_rejoin_delay[player.name] = game.tick
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create_main_gui(player)
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end
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local function join_gui_click(name, player)
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local team = {
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["join_north_button"] = "north",
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["join_south_button"] = "south"
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}
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if global.game_lobby_active then
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if player.admin then
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join_team(player, team[name])
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game.print("Lobby disabled, admin override.", { r=0.98, g=0.66, b=0.22})
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global.game_lobby_active = false
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return
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end
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player.print("Waiting for more players to join the game.", { r=0.98, g=0.66, b=0.22})
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return
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end
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join_team(player, team[name])
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end
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local function on_gui_click(event)
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if not event.element then return end
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if not event.element.valid then return end
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local player = game.players[event.player_index]
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local name = event.element.name
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if name == "bb_toggle_button" then
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if player.gui.left["bb_main_gui"] then
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player.gui.left["bb_main_gui"].destroy()
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else
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create_main_gui(player)
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end
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return
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end
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if player.force.name == "player" then join_gui_click(name, player) return end
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if name == "raw-fish" then spy_fish(player) return end
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if food_names[name] then
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feed_the_biters(player, name)
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return
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end
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if name == "bb_leave_spectate" then join_team(player, global.chosen_team[player.name]) end
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if name == "bb_spectate" then
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if player.position.y ^ 2 + player.position.x ^ 2 < 12000 then
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spectate(player)
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else
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player.print("You are too far away from spawn to spectate.",{ r=0.98, g=0.66, b=0.22})
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end
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return
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end
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if name == "bb_hide_players" then
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global.bb_view_players[player.name] = false
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create_main_gui(player)
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end
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if name == "bb_view_players" then
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global.bb_view_players[player.name] = true
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create_main_gui(player)
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end
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end
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local function on_player_joined_game(event)
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local player = game.players[event.player_index]
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if not global.bb_view_players then global.bb_view_players = {} end
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if not global.chosen_team then global.chosen_team = {} end
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global.bb_view_players[player.name] = false
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if #game.connected_players > 1 then
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global.game_lobby_timeout = math.ceil(18000 / #game.connected_players)
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else
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global.game_lobby_timeout = 5999940
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end
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create_sprite_button(player)
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if player.online_time ~= 0 then return end
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create_main_gui(player)
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end
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event.add(defines.events.on_gui_click, on_gui_click)
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event.add(defines.events.on_player_joined_game, on_player_joined_game)
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return refresh_gui |