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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/maps/native_war/gui.lua
2021-03-24 20:14:55 +01:00

489 lines
23 KiB
Lua

--luacheck: ignore
local Public = {}
local Team = require 'maps.native_war.team'
local XP = require 'maps.native_war.xp'
local Settings = require 'maps.native_war.settings'
local button_science_name = {}
for _, nbw in pairs(Settings.nb_of_waves) do
for k, sp in pairs(Settings.science_pack) do
table.insert(button_science_name, {sp = k, spc = sp.short, button_name = sp.short .. '_' .. nbw, nbw = nbw})
end
end
local function create_new_gui_for_market(player, market)
local player_inventory = player.get_main_inventory()
local player_red_science_pack = player_inventory.get_item_count('automation-science-pack')
local player_green_science_pack = player_inventory.get_item_count('logistic-science-pack')
local player_grey_science_pack = player_inventory.get_item_count('military-science-pack')
local player_blue_science_pack = player_inventory.get_item_count('chemical-science-pack')
local player_purple_science_pack = player_inventory.get_item_count('production-science-pack')
local player_yellow_science_pack = player_inventory.get_item_count('utility-science-pack')
local player_white_science_pack = player_inventory.get_item_count('space-science-pack')
local root = player.gui.screen
local frame = root.add({type = 'frame', name = 'market_frame', caption = 'Market', direction = 'vertical'})
frame.style.font = 'default'
frame.style.font_color = {r = 0.3, g = 0.65, b = 0.3}
frame.style.horizontal_align = 'center'
frame.add({type = 'label', caption = 'Buy waves of biter/spitter'})
local line = frame.add({type = 'line', direction = 'horizontal'})
local table = frame.add({type = 'table', column_count = 5, draw_horizontal_lines = true, draw_vertical_lines = true})
local case = table.add({type = 'sprite', sprite = 'file/graphics/vide.png'})
case.style.horizontal_align = 'center'
case.style.right_padding = 30
case.style.left_padding = 30
local case = table.add({type = 'sprite', sprite = 'entity/small-biter'})
case.style.horizontal_align = 'center'
case.style.right_padding = 30
case.style.left_padding = 30
local case = table.add({type = 'sprite', sprite = 'entity/medium-biter'})
case.style.horizontal_align = 'center'
case.style.right_padding = 30
case.style.left_padding = 30
local case = table.add({type = 'sprite', sprite = 'entity/big-biter'})
case.style.horizontal_align = 'center'
case.style.right_padding = 30
case.style.left_padding = 30
local case = table.add({type = 'sprite', sprite = 'entity/behemoth-biter'})
case.style.horizontal_align = 'center'
case.style.right_padding = 30
case.style.left_padding = 30
for _, nb in pairs(Settings.nb_of_waves) do
local wave_nb = nb
local text_wave = ''
if wave_nd == 1 then
text_wave = wave_nb .. ' wave'
else
text_wave = wave_nb .. ' waves'
end
local case = table.add({type = 'label', caption = text_wave})
case.style.right_padding = 30
local case = table.add({type = 'flow', direction = 'horizontal'})
case.add(
{
type = 'sprite-button',
sprite = 'item/automation-science-pack',
name = 'red_' .. wave_nb,
tooltip = 'Buy ' ..
wave_nb .. ' wave of small biter/spitter.\nPrice: ' .. wave_nb * Settings.wave_price['automation-science-pack'].price .. ' [item=automation-science-pack].',
number = math.floor((player_red_science_pack / Settings.wave_price['automation-science-pack'].price) / wave_nb)
}
)
case.add(
{
type = 'sprite-button',
sprite = 'item/logistic-science-pack',
name = 'green_' .. wave_nb,
tooltip = 'Buy 1 wave of small biter/spitter.\nPrice: ' .. wave_nb * Settings.wave_price['logistic-science-pack'].price .. ' [item=logistic-science-pack].',
number = math.floor((player_green_science_pack / Settings.wave_price['logistic-science-pack'].price) / wave_nb)
}
)
case.style.right_padding = 12
case.style.left_padding = 12
local case = table.add({type = 'flow', direction = 'horizontal'})
case.add(
{
type = 'sprite-button',
sprite = 'item/military-science-pack',
name = 'grey_' .. wave_nb,
tooltip = 'Buy ' ..
wave_nb .. ' wave of medium biter/spitter.\nPrice: ' .. wave_nb * Settings.wave_price['military-science-pack'].price .. ' [item=military-science-pack].',
number = math.floor((player_grey_science_pack / Settings.wave_price['military-science-pack'].price) / wave_nb)
}
)
case.style.left_padding = 30
case.style.right_padding = 30
local case = table.add({type = 'flow', direction = 'horizontal'})
case.add(
{
type = 'sprite-button',
sprite = 'item/chemical-science-pack',
name = 'blue_' .. wave_nb,
tooltip = 'Buy ' ..
wave_nb .. ' wave of big biter/spitter.\nPrice: ' .. wave_nb * Settings.wave_price['chemical-science-pack'].price .. ' [item=chemical-science-pack].',
number = math.floor((player_blue_science_pack / Settings.wave_price['chemical-science-pack'].price) / wave_nb)
}
)
case.style.left_padding = 30
case.style.right_padding = 30
local case = table.add({type = 'flow', direction = 'horizontal'})
case.add(
{
type = 'sprite-button',
sprite = 'item/production-science-pack',
name = 'purple_' .. wave_nb,
tooltip = 'Buy ' ..
wave_nb .. ' wave of behemoth biter/spitter.\nPrice: ' .. wave_nb * Settings.wave_price['production-science-pack'].price .. ' [item=production-science-pack].',
number = math.floor((player_purple_science_pack / Settings.wave_price['production-science-pack'].price) / wave_nb)
}
)
case.add(
{
type = 'sprite-button',
sprite = 'item/utility-science-pack',
name = 'yellow_' .. wave_nb,
tooltip = 'Buy ' ..
wave_nb .. ' wave of behemoth biter/spitter.\nPrice: ' .. wave_nb * Settings.wave_price['utility-science-pack'].price .. ' [item=utility-science-pack].',
number = math.floor((player_yellow_science_pack / Settings.wave_price['utility-science-pack'].price) / wave_nb)
}
)
case.style.right_padding = 12
case.style.left_padding = 12
end
local line = frame.add({type = 'line', direction = 'horizontal'})
frame.add({type = 'label', caption = 'Buy/ugrade worm turret'})
local table = frame.add({type = 'table', column_count = 5, draw_horizontal_lines = true, draw_vertical_lines = true})
local case = table.add({type = 'sprite', sprite = 'file/graphics/vide.png'})
case.style.horizontal_align = 'center'
case.style.right_padding = 30
case.style.left_padding = 30
local case = table.add({type = 'sprite', sprite = 'entity/small-worm-turret'})
case.style.horizontal_align = 'center'
case.style.right_padding = 30
case.style.left_padding = 30
local case = table.add({type = 'sprite', sprite = 'entity/medium-worm-turret'})
case.style.horizontal_align = 'center'
case.style.right_padding = 30
case.style.left_padding = 30
local case = table.add({type = 'sprite', sprite = 'entity/big-worm-turret'})
case.style.horizontal_align = 'center'
case.style.right_padding = 30
case.style.left_padding = 30
local case = table.add({type = 'sprite', sprite = 'entity/behemoth-worm-turret'})
case.style.horizontal_align = 'center'
case.style.right_padding = 30
case.style.left_padding = 30
for _, dist in pairs(Settings.worm_dist) do
local turret = ''
if dist == 'all' then
turret = 'turrets'
else
turret = 'turret'
end
local case = table.add({type = 'label', caption = dist})
case.style.right_padding = 30
local case = table.add({type = 'flow', direction = 'horizontal'})
case.add(
{
type = 'sprite-button',
sprite = 'item/automation-science-pack',
name = 'red_' .. dist,
tooltip = 'Buy ' ..
dist .. ' worm ' .. turret .. '.\nPrice: ' .. Settings.upgrade_turret_price['automation-science-pack'].price .. ' [item=automation-science-pack].',
number = math.floor(player_red_science_pack / Settings.upgrade_turret_price['automation-science-pack'].price)
}
)
case.add(
{
type = 'sprite-button',
sprite = 'item/logistic-science-pack',
name = 'green_' .. dist,
tooltip = 'Buy ' .. dist .. ' worm ' .. turret .. '.\nPrice: ' .. Settings.upgrade_turret_price['logistic-science-pack'].price .. ' [item=logistic-science-pack].',
number = math.floor(player_green_science_pack / Settings.upgrade_turret_price['logistic-science-pack'].price)
}
)
case.style.right_padding = 12
case.style.left_padding = 12
local case = table.add({type = 'flow', direction = 'horizontal'})
case.add(
{
type = 'sprite-button',
sprite = 'item/military-science-pack',
name = 'grey_' .. dist,
tooltip = 'Upgrade ' ..
dist .. ' worm ' .. turret .. '.\nPrice: ' .. Settings.upgrade_turret_price['military-science-pack'].price .. ' [item=military-science-pack].',
number = math.floor(player_grey_science_pack / Settings.upgrade_turret_price['military-science-pack'].price)
}
)
case.style.left_padding = 30
case.style.right_padding = 30
local case = table.add({type = 'flow', direction = 'horizontal'})
case.add(
{
type = 'sprite-button',
sprite = 'item/chemical-science-pack',
name = 'blue_' .. dist,
tooltip = 'Upgrade ' ..
dist .. ' worm ' .. turret .. '.\nPrice: ' .. Settings.upgrade_turret_price['chemical-science-pack'].price .. ' [item=chemical-science-pack].',
number = math.floor(player_blue_science_pack / Settings.upgrade_turret_price['chemical-science-pack'].price)
}
)
case.style.left_padding = 30
case.style.right_padding = 30
local case = table.add({type = 'flow', direction = 'horizontal'})
case.add(
{
type = 'sprite-button',
sprite = 'item/production-science-pack',
name = 'purple_' .. dist,
tooltip = 'Upgrade ' ..
dist .. ' worm ' .. turret .. '.\nPrice: ' .. Settings.upgrade_turret_price['production-science-pack'].price .. ' [item=production-science-pack].',
number = math.floor(player_purple_science_pack / Settings.upgrade_turret_price['production-science-pack'].price)
}
)
case.add(
{
type = 'sprite-button',
sprite = 'item/utility-science-pack',
name = 'yellow_' .. dist,
tooltip = 'Upgrade ' .. dist .. ' worm ' .. turret .. '.\nPrice: ' .. Settings.upgrade_turret_price['utility-science-pack'].price .. ' [item=utility-science-pack].',
number = math.floor(player_yellow_science_pack / Settings.upgrade_turret_price['utility-science-pack'].price)
}
)
case.style.right_padding = 12
case.style.left_padding = 12
end
local line = frame.add({type = 'line', direction = 'horizontal'})
frame.add({type = 'label', caption = 'Upgrade biter'})
local table = frame.add({type = 'table', column_count = 5, draw_horizontal_lines = true, draw_vertical_lines = true})
local case = table.add({type = 'sprite', sprite = 'file/graphics/vide.png'})
case.style.horizontal_align = 'center'
case.style.right_padding = 30
case.style.left_padding = 30
local case = table.add({type = 'sprite', sprite = 'file/graphics/Splash.png'})
case.style.horizontal_align = 'center'
case.style.right_padding = 30
case.style.left_padding = 30
local case = table.add({type = 'sprite', sprite = 'file/graphics/resist.png'})
case.style.horizontal_align = 'center'
case.style.right_padding = 30
case.style.left_padding = 30
local case = table.add({type = 'sprite', sprite = 'file/graphics/griffe.png'})
case.style.horizontal_align = 'center'
case.style.right_padding = 30
case.style.left_padding = 30
local case = table.add({type = 'sprite', sprite = 'file/graphics/life.png'})
case.style.horizontal_align = 'center'
case.style.right_padding = 30
case.style.left_padding = 30
local xp_t = XP.get_table()
local xp_available = xp_t[player.index].xp
local case = table.add({type = 'flow', direction = 'vertical'})
case.add({type = 'label', caption = 'Available XP :'})
case.add({type = 'label', caption = math.floor(xp_available)})
local case = table.add({type = 'flow', direction = 'horizontal'})
local b = case.add({type = 'button', name = 'xp_splash', caption = '10 XP', tooltip = 'Increase spitters splash damage.\nPrice: 10 XP.'})
b.style.minimal_width = 50
case.style.top_padding = 5
case.style.left_padding = 20
local case = table.add({type = 'flow', direction = 'horizontal'})
local b = case.add({type = 'button', name = 'xp_resistance', caption = '10 XP', tooltip = 'Increase resistance of all your biter/spitter.\nPrice: 10 XP.'})
b.style.minimal_width = 50
case.style.top_padding = 5
case.style.left_padding = 20
local case = table.add({type = 'flow', direction = 'horizontal'})
local b = case.add({type = 'button', name = 'xp_damage', caption = '10 XP', tooltip = 'Increase biter melee damage.\nPrice: 10 XP.'})
b.style.minimal_width = 50
case.style.top_padding = 5
case.style.left_padding = 20
local case = table.add({type = 'flow', direction = 'horizontal'})
case.add(
{
type = 'sprite-button',
name = 'add_life',
sprite = 'item/space-science-pack',
tooltip = 'Buy extra life for all your biter/spitter.\nPrice: 1000 [item=space-science-pack].',
number = math.floor(player_white_science_pack / 1000)
}
)
case.style.left_padding = 30
case.style.right_padding = 30
local line = frame.add({type = 'line', direction = 'horizontal'})
frame.add({type = 'button', name = 'cancel_market', caption = 'Close'})
end
local function on_gui_opened(event)
if not event then
return
end
if not event.entity then
return
end
if event.entity.name == 'market' then
local player = game.players[event.player_index]
event.entity.operable = false
create_new_gui_for_market(player, event.entity)
end
end
local function on_gui_click(event)
if not event then
return
end
if not event.element then
return
end
if not event.element.valid then
return
end
local player = game.players[event.element.player_index]
local player_inventory = player.get_main_inventory()
--[[if event.element.name == "confirm_rejoin" then
player.gui.center["rejoin_question_frame"].destroy()
Team.assign_force_to_player(player)
Team.teleport_player_to_active_surface(player)
Team.put_player_into_random_team(player)
game.print(player.name .. " has rejoined the game!")
return
end
if event.element.name == "cancel_rejoin" then player.gui.center["rejoin_question_frame"].destroy() return end
if player.force.name == "spectator" then return end
if event.element.name == "cancel_spectate" then player.gui.center["spectate_confirmation_frame"].destroy() return end
if event.element.name == "cancel_spectate" then player.gui.center["spectate_confirmation_frame"].destroy() return end]]
if event.element.name == 'cancel_market' then
player.gui.screen['market_frame'].destroy()
local surface = game.surfaces['native_war']
if player.force.name == 'west' then
local market = surface.find_entities_filtered {position = {-197, 0}, radius = 5, type = 'market'}
market[1].operable = true
elseif player.force.name == 'east' then
local market = surface.find_entities_filtered {position = {197, 0}, radius = 5, type = 'market'}
market[1].operable = true
end
return
end
--[[if event.element.name == "confirm_spectate" then
player.gui.screen["spectate_confirmation_frame"].destroy()
Team.set_player_to_spectator(player)
game.print(player.name .. " has turned into a spectator ghost.")
return
end
if event.element.name == "spectate_button" then
if player.gui.screen["spectate_confirmation_frame"] then
player.gui.screen["spectate_confirmation_frame"].destroy()
else
create_spectate_confirmation(player)
end
return
end]]
local xp_t = XP.get_table()
local xp_available = xp_t[player.index].xp
local amount = 10
if event.element.name == 'xp_splash' and xp_available >= amount then
XP.lost_xp(player, amount)
global.map_forces[player.force.name].modifier.splash = global.map_forces[player.force.name].modifier.splash + 0.001
player.gui.screen['market_frame'].destroy()
create_new_gui_for_market(player, event.entity)
end
if event.element.name == 'xp_damage' and xp_available >= amount then
XP.lost_xp(player, amount)
global.map_forces[player.force.name].modifier.damage = global.map_forces[player.force.name].modifier.damage + 0.001
player.gui.screen['market_frame'].destroy()
create_new_gui_for_market(player, event.entity)
end
if event.element.name == 'xp_resistance' and xp_available >= amount then
XP.lost_xp(player, amount)
global.map_forces[player.force.name].modifier.resistance = global.map_forces[player.force.name].modifier.resistance - 0.001
player.gui.screen['market_frame'].destroy()
create_new_gui_for_market(player, event.entity)
end
if event.element.name == 'add_life' and player_inventory.get_item_count('space-science-pack') >= 1000 then
XP.buy_extra_life(player.force.name)
player.remove_item({name = 'space-science-pack', count = 1000})
player.gui.screen['market_frame'].destroy()
create_new_gui_for_market(player, event.entity)
end
for _, button in pairs(button_science_name) do
if event.element.name == button.button_name then
local count = 0
for i = 1, button.nbw, 1 do
if player_inventory.get_item_count(button.sp) < Settings.wave_price[button.sp].price then
break
end
player.remove_item({name = button.sp, count = Settings.wave_price[button.sp].price})
Team.on_buy_wave('native_war', player.force.name, button.spc)
count = count + 1
end
if count > 0 then
if button.nbw > 1 then
game.print(player.name .. ' buy ' .. count .. ' waves of biter/spitters using [item=' .. button.sp .. ']', Settings.color[button.sp])
else
game.print(player.name .. ' buy ' .. count .. ' wave of biter/spitters using [item=' .. button.sp .. ']', Settings.color[button.sp])
end
end
player.gui.screen['market_frame'].destroy()
create_new_gui_for_market(player, event.entity)
break
end
end
for k, button in pairs(Settings.button_upgrade_name) do --sp = k, spc = sp.short, button_name = sp.short.."_"..dist, dist = dist, type_worm = sp.t
if event.element.name == k then
if player_inventory.get_item_count(button.sp) >= Settings.upgrade_turret_price[button.sp].price then
if button.sp == 'automation-science-pack' or button.sp == 'logistic-science-pack' then
if
Team.buy_worm_turret(
game.surfaces['native_war'],
player.force.name,
button.dist,
player,
player_inventory.get_item_count(button.sp),
Settings.upgrade_turret_price[button.sp].price,
button.sp
)
then
player.gui.screen['market_frame'].destroy()
create_new_gui_for_market(player, event.entity)
break
else
player.print('All small worm turrets are already buy', Settings.color['message'])
player.gui.screen['market_frame'].destroy()
create_new_gui_for_market(player, event.entity)
break
end
else
if
Team.upgrade_worm_turret(
game.surfaces['native_war'],
player.force.name,
button.dist,
player,
player_inventory.get_item_count(button.sp),
Settings.upgrade_turret_price[button.sp].price,
button.sp,
button.type_worm .. '-worm-turret'
)
then
player.gui.screen['market_frame'].destroy()
create_new_gui_for_market(player, event.entity)
break
else
local table_upgrade = {
['medium'] = 'small',
['big'] = 'medium',
['behemoth'] = 'big'
}
player.print(
'There is no more ' .. table_upgrade[button.type_worm] .. ' worm turrets to upgrade with [item=' .. button.sp .. '].',
Settings.color['message']
)
player.gui.screen['market_frame'].destroy()
create_new_gui_for_market(player, event.entity)
break
end
end
end
end
end
end
local event = require 'utils.event'
event.add(defines.events.on_gui_click, on_gui_click)
event.add(defines.events.on_gui_opened, on_gui_opened)
return Public