mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-08 00:39:30 +02:00
458 lines
16 KiB
Lua
458 lines
16 KiB
Lua
--scoreboard by mewmew
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local event = require 'utils.event'
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local sorting_symbol = {ascending = "▲", descending = "▼"}
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local function create_score_button(player)
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if not player.gui.top.score then
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local button = player.gui.top.add({ type = "sprite-button", name = "score", sprite = "item/rocket-silo", tooltip = "Scoreboard" })
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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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end
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local function get_score_list(force)
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local score = global.score[force]
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local score_list = {}
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for _, p in pairs(game.connected_players) do
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if score.players[p.name] then
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local score = score.players[p.name]
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table.insert(score_list, {
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name = p.name,
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killscore = score.killscore or 0,
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deaths = score.deaths or 0,
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built_entities = score.built_entities or 0,
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mined_entities = score.mined_entities or 0,
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})
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end
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end
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return score_list
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end
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local function get_sorted_list(method, column_name, score_list)
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local comparators = {
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["ascending"] = function(a,b) return a[column_name] < b[column_name] end,
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["descending"] = function(a,b) return a[column_name] > b[column_name] end
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}
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table.sort(score_list, comparators[method])
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return score_list
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end
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local biters = {"small-biter", "medium-biter", "big-biter", "behemoth-biter", "small-spitter", "medium-spitter", "big-spitter", "behemoth-spitter"}
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local function get_total_biter_killcount(force)
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local count = 0
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for _, biter in pairs(biters) do
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count = count + force.kill_count_statistics.get_input_count(biter)
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end
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return count
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end
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local function add_global_stats(frame, player)
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local score = global.score[player.force.name]
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local t = frame.add { type = "table", column_count = 5}
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local l = t.add { type = "label", caption = "Rockets launched: "}
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l.style.font = "default-game"
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l.style.font_color = {r = 175, g = 75, b = 255}
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l.style.minimal_width = 140
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local str = "0"
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if score.rocket_launches then str = tostring(score.rocket_launches) end
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local l = t.add { type = "label", caption = str}
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l.style.font = "default-listbox"
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l.style.font_color = { r=0.9, g=0.9, b=0.9}
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l.style.minimal_width = 123
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local l = t.add { type = "label", caption = "Dead biters: "}
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l.style.font = "default-game"
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l.style.font_color = { r=0.90, g=0.3, b=0.3}
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l.style.minimal_width = 100
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local l = t.add { type = "label", caption = tostring(get_total_biter_killcount(player.force))}
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l.style.font = "default-listbox"
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l.style.font_color = { r=0.9, g=0.9, b=0.9}
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l.style.minimal_width = 145
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local l = t.add { type = "checkbox", caption = "Show floating numbers", state = global.show_floating_killscore[player.name], name = "show_floating_killscore_texts" }
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l.style.font_color = { r=0.8, g=0.8, b=0.8}
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end
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local function show_score(player)
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if player.gui.left["score_panel"] then
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player.gui.left["score_panel"].destroy()
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end
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local frame = player.gui.left.add { type = "frame", name = "score_panel", direction = "vertical" }
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-- Global stats : rockets, biters kills
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add_global_stats(frame, player)
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-- Separator
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local l = frame.add { type = "label", caption = "---------------------------------------------------------------------------------------------------------------"}
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l.style.font_color = { r=0.9, g=0.9, b=0.9 }
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-- Score per player
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local t = frame.add { type = "table", column_count = 5 }
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-- Score headers
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local headers = {
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{ name = "score_player", caption = "Player" },
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{ column = "killscore", name = "score_killscore", caption = "Killscore" },
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{ column = "deaths", name = "score_deaths", caption = "Deaths" },
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{ column = "built_entities", name = "score_built_entities", caption = "Built structures" },
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{ column = "mined_entities", name = "score_mined_entities", caption = "Mined entities" }
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}
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local sorting_pref = global.score_sort_by[player.name]
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for _, header in ipairs(headers) do
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local cap = header.caption
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-- Add sorting symbol if any
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if header.column and sorting_pref.column == header.column then
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local symbol = sorting_symbol[sorting_pref.method]
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cap = symbol .. cap
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end
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-- Header
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local label = t.add {
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type = "label",
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caption = cap,
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name = header.name
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}
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label.style.font = "default-listbox"
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label.style.font_color = { r=0.98, g=0.66, b=0.22 } -- yellow
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label.style.minimal_width = 140
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end
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-- Score list
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local score_list = get_score_list(player.force.name)
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if #game.connected_players > 1 then
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score_list = get_sorted_list(score_pref.method, score_pref.column, score_list)
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end
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-- New pane for scores (while keeping headers at same position)
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local scroll_pane = frame.add({ type = "scroll-pane", name = "score_scroll_pane", direction = "vertical", horizontal_scroll_policy = "never", vertical_scroll_policy = "auto"})
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scroll_pane.style.maximal_height = 400
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local t = scroll_pane.add { type = "table", column_count = 5}
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-- Score entries
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for _, entry in pairs(score_list) do
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local p = game.players[entry.name]
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local special_color = {
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r = p.color.r * 0.6 + 0.4,
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g = p.color.g * 0.6 + 0.4,
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b = p.color.b * 0.6 + 0.4,
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a = 1
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}
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local line = {
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{ caption = entry.name, color = special_color },
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{ caption = tostring(entry.killscore) },
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{ caption = tostring(entry.deaths) },
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{ caption = tostring(entry.built_entities) },
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{ caption = tostring(entry.mined_entities) }
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}
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local default_color = { r=0.9, g=0.9, b=0.9 }
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for _, column in ipairs(line) do
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local label = t.add {
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type = "label",
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caption = column.caption,
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color = column.color or default_color
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}
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label.style.font = "default"
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label.style.minimal_width = 140
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label.style.maximal_width = 140
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end -- foreach column
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end -- foreach entry
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end -- show_score
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local function refresh_score_full()
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for _, player in pairs(game.connected_players) do
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if player.gui.left["score_panel"] then
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show_score(player)
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end
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end
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end
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--[[
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local function refresh_score()
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for _, player in pairs(game.connected_players) do
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if player.gui.left["score_panel"] then
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if global.score[player.force.name].rocket_launches then player.gui.left["score_panel"].children[1].children[2].caption = global.score[player.force.name].rocket_launches end
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player.gui.left["score_panel"].children[1].children[4].caption = get_total_biter_killcount(player.force)
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local score = global.score[player.force.name]
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local score_list = {}
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for _, p in pairs(game.connected_players) do
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local killscore = 0
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if score.players[p.name].killscore then killscore = score.players[p.name].killscore end
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local deaths = 0
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if score.players[p.name].deaths then deaths = score.players[p.name].deaths end
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local built_entities = 0
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if score.players[p.name].built_entities then built_entities = score.players[p.name].built_entities end
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local mined_entities = 0
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if score.players[p.name].mined_entities then mined_entities = score.players[p.name].mined_entities end
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table.insert(score_list, {name = p.name, killscore = killscore, deaths = deaths, built_entities = built_entities, mined_entities = mined_entities})
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end
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if #game.connected_players > 1 then
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score_list = get_sorted_list(global.score_sort_by[player.name].method, global.score_sort_by[player.name].column, score_list)
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end
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local index = 1
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for _, entry in pairs(score_list) do
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player.gui.left["score_panel"].children[4].children[1].children[index].caption = entry.name
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local p = game.players[entry.name]
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local 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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player.gui.left["score_panel"].children[4].children[1].children[index].style.font_color = color
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index = index + 1
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player.gui.left["score_panel"].children[4].children[1].children[index].caption = tostring(entry.killscore)
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index = index + 1
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player.gui.left["score_panel"].children[4].children[1].children[index].caption = tostring(entry.deaths)
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index = index + 1
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player.gui.left["score_panel"].children[4].children[1].children[index].caption = tostring(entry.built_entities)
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index = index + 1
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player.gui.left["score_panel"].children[4].children[1].children[index].caption = tostring(entry.mined_entities)
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index = index + 1
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end
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end
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end
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end
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]]
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local function init_player_table(player)
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if not player then return end
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if not global.score[player.force.name] then global.score[player.force.name] = {} end
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if not global.score[player.force.name].players then global.score[player.force.name].players = {} end
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if not global.score[player.force.name].players[player.name] then global.score[player.force.name].players[player.name] = {} 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.score then global.score = {} end
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init_player_table(player)
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if not global.score_sort_by then global.score_sort_by = {} end
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if not global.score_sort_by[player.name] then
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global.score_sort_by[player.name] = {method = "descending", column = "killscore"}
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end
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if not global.show_floating_killscore then global.show_floating_killscore = {} end
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if not global.show_floating_killscore[player.name] then global.show_floating_killscore[player.name] = false end
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create_score_button(player)
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refresh_score_full()
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end
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local function on_player_left_game(event)
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refresh_score_full()
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end
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local function on_gui_click(event)
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if not event then return end
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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.element.player_index]
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local name = event.element.name
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-- Handles click on the score button
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if name == "score" then
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if player.gui.left["score_panel"] then
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player.gui.left["score_panel"].destroy()
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else
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global.score_sort_by[player.name].get_sorted_list = true
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show_score(player)
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end
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return
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end
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-- Handles click on the checkbox, for floating score
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if name == "show_floating_killscore_texts" then
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global.show_floating_killscore[player.name] = event.element.state
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return
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end
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-- Handles click on a score header
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local element_to_column = {
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["score_killscore"] = "killscore",
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["score_deaths"] = "deaths",
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["score_built_entities"] = "built_entities",
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["score_mined_entities"] = "mined_entities"
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}
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local column = element_to_column[name]
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if column then
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local sorting_pref = global.score_sort_by[player.name]
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if sorting_pref.column == column and sorting_pref.method == "descending" then
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sorting_pref.method = "ascending"
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else
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sorting_pref.method = "descending"
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sorting_pref.column = column
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end
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show_score(player)
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return
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end
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-- No more to handle
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end
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local function on_rocket_launched(event)
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local force_name = event.rocket_silo.force.name
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if not global.score[force_name]
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then global.score[force_name] = {}
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end
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local force_score = global.score[force_name]
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force_score = 1 + (force_score.rocket_launches or 0)
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--game.print ("A rocket has been launched!", {r=0.98, g=0.66, b=0.22})
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refresh_score_full()
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end
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local score_table = {
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["small-biter"] = 5,
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["medium-biter"] = 15,
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["big-biter"] = 30,
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["behemoth-biter"] = 100,
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["small-spitter"] = 5,
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["medium-spitter"] = 15,
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["big-spitter"] = 30,
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["behemoth-spitter"] = 100,
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["biter-spawner"] = 200,
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["spitter-spawner"] = 200,
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["small-worm-turret"] = 50,
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["medium-worm-turret"] = 150,
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["big-worm-turret"] = 300,
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["player"] = 1000
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}
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local function on_entity_died(event)
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local player = false
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local passenger = false
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local train_passengers = false
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local proximity_list = {}
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-- Handles worm kills with no cause
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if event.entity.type == "turret" then
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local radius = 24
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local position = event.entity.position
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local insert = table.insert
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--Since we cannot reliably get the player who killed the worm, get all players in a radius and award them xp
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for _, p in pairs(game.connected_players) do
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if p.position.x < position.x + radius and p.position.x > position.x - radius and p.position.y < position.y + radius and p.position.y > position.y - radius then
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insert(proximity_list, {player = p})
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end
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end
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end
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-- Unit/Spawner Kills
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if event.entity.type == "unit" or event.entity.type == "unit-spawner" then
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if event.cause then
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if event.cause.name == "character" then player = event.cause.player end
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--Check for passengers
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if event.cause.type == "car" then
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player = event.cause.get_driver()
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passenger = event.cause.get_passenger()
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if player then player = player.player end
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if passenger then passenger = passenger.player end
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end
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if event.cause.type == "locomotive" then
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player = event.cause.get_driver()
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train_passengers = event.cause.train.passengers
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end
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if not train_passengers and not passenger and not player then return end
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if event.cause.force.name == event.entity.force.name then return end
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init_player_table(player)
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if not global.score[event.force.name] then global.score[event.force.name] = {} end
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if not global.score[event.force.name].players then global.score[event.force.name].players = {} end
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if not global.score[event.force.name].players then global.score[event.force.name].players[player.name] = {} end
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end
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end
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if score_table[event.entity.name] then
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local show_floating_text = false
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local color = {r=0.98, g=0.66, b=0.22}
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-- Color based on main player color
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if #proximity_list <= 0 and player then
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color = player.color
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color.r = color.r * 0.6 + 0.4
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color.g = color.g * 0.6 + 0.4
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color.b = color.b * 0.6 + 0.4
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end
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local rewarded_players = {}
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if player then
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table.insert(rewarded_players, player)
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end
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for _,p in pairs(proximity_list) do
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table.insert(rewarded_players, p.player)
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end
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if passenger then
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table.insert(rewarded_players, passenger)
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end
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if train_passengers then
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for _,p in pairs(train_passengers) do
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table.insert(rewarded_players, p)
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end
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end
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-- Add killscore
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local points = score_table[event.entity.name]
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for _, p in pairs(rewarded_players) do
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-- Handles floating text
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if global.show_floating_killscore[player.name] == true then
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show_floating_text = true
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end
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-- Add
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local score = global.score[event.force.name].players[player.name]
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score.killscore = points + (score.killscore or 0)
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end
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if show_floating_text == true then
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event.entity.surface.create_entity({name = "flying-text", position = event.entity.position, text = tostring(points), color = color})
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end
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end
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end
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local function on_player_died(event)
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local player = game.players[event.player_index]
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init_player_table(player)
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local score = global.score[player.force.name].players[player.name]
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score.deaths = 1 + (score.deaths or 0)
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end
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local function on_player_mined_entity(event)
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local player = game.players[event.player_index]
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init_player_table(player)
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local score = global.score[player.force.name].players[player.name]
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score.mined_entities = 1 + (score.mined_entities or 0)
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end
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local function on_built_entity(event)
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if not event.created_entity.valid then return end
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if event.created_entity.type == "entity-ghost" then return end
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local player = game.players[event.player_index]
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init_player_table(player)
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local score = global.score[player.force.name].players[player.name]
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score.built_entities = 1 + (score.built_entities or 0)
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end
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local function on_tick(event)
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if game.tick % 300 == 0 then
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refresh_score_full()
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end
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end
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event.add(defines.events.on_tick, on_tick)
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event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
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event.add(defines.events.on_player_died, on_player_died)
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event.add(defines.events.on_built_entity, on_built_entity)
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event.add(defines.events.on_entity_died, on_entity_died)
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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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event.add(defines.events.on_player_left_game, on_player_left_game)
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event.add(defines.events.on_rocket_launched, on_rocket_launched)
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