mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-10 00:43:27 +02:00
0837a8d329
Rebase from the running save
141 lines
5.6 KiB
Lua
141 lines
5.6 KiB
Lua
local Public = {}
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local Table = require 'modules.scrap_towny_ffa.table'
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local info =
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[[You are an "outlander" stuck on this god-forsaken planet with a bunch of other desolate fools. You can choose to join
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an existing town if accepted, or go at it alone, building your own outpost or living as an "outlander".
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The local inhabitants are indifferent to you at first, so long as you don't build or pollute, but become increasingly aggressive
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by foreign technology. In fact, they get quite aggressive at the scent of it. If you were to hurt any of the natives you will be
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brandished a rogue until your untimely death or until you find better digs.
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To create a new town simply place a furnace down in a suitable spot that is not near any other towns or obstructed.
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The world seems to be limited in size with uninhabitable zones on four sides. News towns can only be built within these
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borders and you must leave room for the town's size (radius of 27) when placing a new town. Each town costs 100 coins.
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TIP: It's best to find a spot far from existing towns and pollution, as enemies will become aggressive once you form a town.
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Once a town is formed, members may invite other players and teams using a coin. To invite another player, drop a coin
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on that player (with the Z key). To accept an invite, offer a coin in return to the member. To leave a town, simply drop coal
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on the market. As a member of a town, your respawn point will change to that of the town.
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To form any alliance with another town, drop a coin on a member or their market. If they agree they can reciprocate with a
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coin offering.
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The town market is the heart of your town. If it is destroyed, your town is destroyed and you will lose all research. So
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protect it well, repair it whenever possible, and if you can afford, increase its health by purchasing upgrades. If your
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town falls, members will be disbanded, and all buildings will become neutral and lootable.
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When building your town, note that you may only build nearby existing structures such as your town market and walls and
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any other structure you have placed. Beware that biters and spitters become more aggressive towards towns that are
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advanced in research. Their evolution will scale around technology progress in any nearby towns and pollution levels.
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This is a FFA ("Free-For-All") world. Short of bullying and derogatory remarks, anything goes. Griefing is encouraged,
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so best to setup proper defenses for your town or outpost to fend off enemies when you are there and away.
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Have fun and be comfy ^.^]]
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function Public.toggle_button(player)
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if player.gui.top['towny_map_intro_button'] then
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return
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end
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local b = player.gui.top.add({type = 'sprite-button', caption = 'Towny', name = 'towny_map_intro_button', tooltip = 'Show Info'})
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b.style.font_color = {r = 0.5, g = 0.3, b = 0.99}
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b.style.font = 'heading-1'
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b.style.minimal_height = 38
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b.style.minimal_width = 80
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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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end
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function Public.show(player)
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local ffatable = Table.get_table()
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if player.gui.center['towny_map_intro_frame'] then
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player.gui.center['towny_map_intro_frame'].destroy()
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end
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local frame = player.gui.center.add {type = 'frame', name = 'towny_map_intro_frame'}
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frame = frame.add {type = 'frame', direction = 'vertical'}
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local t = frame.add {type = 'table', column_count = 2}
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local label = t.add {type = 'label', caption = 'Active Factions:'}
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label.style.font = 'heading-1'
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label.style.font_color = {r = 0.85, g = 0.85, b = 0.85}
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label.style.right_padding = 8
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t = t.add {type = 'table', column_count = 4}
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local label2 = t.add {type = 'label', caption = 'Outlander' .. ':' .. #game.forces.player.connected_players .. ' '}
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label2.style.font_color = {170, 170, 170}
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label2.style.font = 'heading-3'
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label2.style.minimal_width = 80
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for _, town_center in pairs(ffatable.town_centers) do
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local force = town_center.market.force
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local label3 = t.add {type = 'label', caption = force.name .. ':' .. #force.connected_players .. ' '}
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label3.style.font = 'heading-3'
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label3.style.minimal_width = 80
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label3.style.font_color = town_center.color
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end
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frame.add {type = 'line'}
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local l = frame.add {type = 'label', caption = 'Instructions:'}
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l.style.font = 'heading-1'
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l.style.font_color = {r = 0.85, g = 0.85, b = 0.85}
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local l2 = frame.add {type = 'label', caption = info}
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l2.style.single_line = false
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l2.style.font = 'heading-2'
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l2.style.font_color = {r = 0.8, g = 0.7, b = 0.99}
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end
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function Public.close(event)
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if not event.element then
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return
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end
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if not event.element.valid then
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return
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end
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local parent = event.element.parent
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for _ = 1, 4, 1 do
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if not parent then
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return
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end
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if parent.name == 'towny_map_intro_frame' then
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parent.destroy()
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return
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end
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parent = parent.parent
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end
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end
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function Public.toggle(event)
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if not event.element then
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return
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end
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if not event.element.valid then
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return
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end
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if event.element.name == 'towny_map_intro_button' then
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local player = game.players[event.player_index]
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if player.gui.center['towny_map_intro_frame'] then
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player.gui.center['towny_map_intro_frame'].destroy()
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else
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Public.show(player)
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end
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end
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end
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local function on_gui_click(event)
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Public.close(event)
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Public.toggle(event)
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end
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local Event = require 'utils.event'
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Event.add(defines.events.on_gui_click, on_gui_click)
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return Public
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