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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00
ComfyFactorio/comfy_panel/score.lua

475 lines
14 KiB
Lua

--scoreboard by mewmew
local Event = require 'utils.event'
local Global = require 'utils.global'
local Tabs = require 'comfy_panel.main'
local SpamProtection = require 'utils.spam_protection'
local Token = require 'utils.token'
local Public = {}
local this = {
score_table = {},
sort_by = {}
}
local module_name = 'Scoreboard'
Global.register(
this,
function(t)
this = t
end
)
local sorting_symbol = {ascending = '', descending = ''}
local building_and_mining_blacklist = {
['tile-ghost'] = true,
['entity-ghost'] = true,
['item-entity'] = true
}
function Public.get_table()
return this
end
function Public.reset_tbl()
this.score_table['player'] = {
players = {}
}
end
function Public.init_player_table(player, reset)
if not player then
return
end
if reset then
this.score_table[player.force.name].players[player.name] = {
built_entities = 0,
deaths = 0,
killscore = 0,
mined_entities = 0
}
end
if not this.score_table[player.force.name] then
this.score_table[player.force.name] = {}
end
if not this.score_table[player.force.name].players then
this.score_table[player.force.name].players = {}
end
if not this.score_table[player.force.name].players[player.name] then
this.score_table[player.force.name].players[player.name] = {
built_entities = 0,
deaths = 0,
killscore = 0,
mined_entities = 0
}
end
end
local function get_score_list(force)
local score_force = this.score_table[force]
local score_list = {}
for _, p in pairs(game.connected_players) do
if score_force.players[p.name] then
local score = score_force.players[p.name]
table.insert(
score_list,
{
name = p.name,
killscore = score.killscore or 0,
deaths = score.deaths or 0,
built_entities = score.built_entities or 0,
mined_entities = score.mined_entities or 0
}
)
end
end
return score_list
end
local function get_sorted_list(method, column_name, score_list)
local comparators = {
['ascending'] = function(a, b)
return a[column_name] < b[column_name]
end,
['descending'] = function(a, b)
return a[column_name] > b[column_name]
end
}
table.sort(score_list, comparators[method])
return score_list
end
local biters = {
'small-biter',
'medium-biter',
'big-biter',
'behemoth-biter',
'small-spitter',
'medium-spitter',
'big-spitter',
'behemoth-spitter'
}
local function get_total_biter_killcount(force)
local count = 0
for _, biter in pairs(biters) do
count = count + force.kill_count_statistics.get_input_count(biter)
end
return count
end
local function add_global_stats(frame, player)
local t = frame.add {type = 'table', column_count = 5}
local l = t.add {type = 'label', caption = 'Rockets launched: '}
l.style.font = 'default-game'
l.style.font_color = {r = 175, g = 75, b = 255}
l.style.minimal_width = 140
local rocketsLaunched_label = t.add {type = 'label', caption = player.force.rockets_launched}
rocketsLaunched_label.style.font = 'default-listbox'
rocketsLaunched_label.style.font_color = {r = 0.9, g = 0.9, b = 0.9}
rocketsLaunched_label.style.minimal_width = 123
local bugs_dead_label = t.add {type = 'label', caption = 'Dead bugs: '}
bugs_dead_label.style.font = 'default-game'
bugs_dead_label.style.font_color = {r = 0.90, g = 0.3, b = 0.3}
bugs_dead_label.style.minimal_width = 100
local killcount_label = t.add {type = 'label', caption = tostring(get_total_biter_killcount(player.force))}
killcount_label.style.font = 'default-listbox'
killcount_label.style.font_color = {r = 0.9, g = 0.9, b = 0.9}
killcount_label.style.minimal_width = 145
end
local function show_score(data)
local player = data.player
local frame = data.frame
frame.clear()
Public.init_player_table(player)
-- Global stats : rockets, biters kills
add_global_stats(frame, player)
-- Separator
local line = frame.add {type = 'line'}
line.style.top_margin = 8
line.style.bottom_margin = 8
-- Score per player
local t = frame.add {type = 'table', column_count = 5}
-- Score headers
local headers = {
{name = 'score_player', caption = 'Player'},
{column = 'killscore', name = 'score_killscore', caption = 'Killscore'},
{column = 'deaths', name = 'score_deaths', caption = 'Deaths'},
{column = 'built_entities', name = 'score_built_entities', caption = 'Built structures'},
{column = 'mined_entities', name = 'score_mined_entities', caption = 'Mined entities'}
}
local sorting_pref = this.sort_by[player.name]
for _, header in ipairs(headers) do
local cap = header.caption
-- Add sorting symbol if any
if header.column and sorting_pref.column == header.column then
local symbol = sorting_symbol[sorting_pref.method]
cap = symbol .. cap
end
-- Header
local label =
t.add {
type = 'label',
caption = cap,
name = header.name
}
label.style.font = 'default-listbox'
label.style.font_color = {r = 0.98, g = 0.66, b = 0.22} -- yellow
label.style.minimal_width = 150
label.style.horizontal_align = 'right'
end
-- Score list
local score_list = get_score_list(player.force.name)
if #game.connected_players > 1 then
score_list = get_sorted_list(sorting_pref.method, sorting_pref.column, score_list)
end
-- New pane for scores (while keeping headers at same position)
local scroll_pane =
frame.add(
{
type = 'scroll-pane',
name = 'score_scroll_pane',
direction = 'vertical',
horizontal_scroll_policy = 'never',
vertical_scroll_policy = 'auto'
}
)
scroll_pane.style.maximal_height = 400
local column_table = scroll_pane.add {type = 'table', column_count = 5}
-- Score entries
for _, entry in pairs(score_list) do
local p = game.players[entry.name]
local special_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
}
local lines = {
{caption = entry.name, color = special_color},
{caption = tostring(entry.killscore)},
{caption = tostring(entry.deaths)},
{caption = tostring(entry.built_entities)},
{caption = tostring(entry.mined_entities)}
}
local default_color = {r = 0.9, g = 0.9, b = 0.9}
for _, column in ipairs(lines) do
local label =
column_table.add {
type = 'label',
caption = column.caption,
color = column.color or default_color
}
label.style.font = 'default'
label.style.minimal_width = 150
label.style.maximal_width = 150
label.style.horizontal_align = 'right'
end -- foreach column
end -- foreach entry
end
local show_score_token = Token.register(show_score)
local function refresh_score_full()
for _, player in pairs(game.connected_players) do
local frame = Tabs.comfy_panel_get_active_frame(player)
if frame then
if frame.name == module_name then
show_score({player = player, frame = frame})
end
end
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
Public.init_player_table(player)
if not this.sort_by[player.name] then
this.sort_by[player.name] = {method = 'descending', column = 'killscore'}
end
end
local function on_gui_click(event)
local element = event.element
if not element or not element.valid then
return
end
local player = game.get_player(event.player_index)
local name = event.element.name
if name == 'tab_Scoreboard' then
local is_spamming = SpamProtection.is_spamming(player, nil, 'Scoreboard tab_Scoreboard')
if is_spamming then
return
end
end
local frame = Tabs.comfy_panel_get_active_frame(player)
if not frame then
return
end
if frame.name ~= module_name then
return
end
local is_spamming = SpamProtection.is_spamming(player, nil, 'Score Gui Click')
if is_spamming then
return
end
-- Handles click on a score header
local element_to_column = {
['score_killscore'] = 'killscore',
['score_deaths'] = 'deaths',
['score_built_entities'] = 'built_entities',
['score_mined_entities'] = 'mined_entities'
}
local column = element_to_column[name]
if column then
local sorting_pref = this.sort_by[player.name]
if sorting_pref.column == column and sorting_pref.method == 'descending' then
sorting_pref.method = 'ascending'
else
sorting_pref.method = 'descending'
sorting_pref.column = column
end
show_score({player = player, frame = frame})
return
end
-- No more to handle
end
local function on_rocket_launched()
refresh_score_full()
end
local entity_score_values = {
['behemoth-biter'] = 100,
['behemoth-spitter'] = 100,
['behemoth-worm-turret'] = 300,
['big-biter'] = 30,
['big-spitter'] = 30,
['big-worm-turret'] = 300,
['biter-spawner'] = 200,
['medium-biter'] = 15,
['medium-spitter'] = 15,
['medium-worm-turret'] = 150,
['character'] = 1000,
['small-biter'] = 5,
['small-spitter'] = 5,
['small-worm-turret'] = 50,
['spitter-spawner'] = 200,
['gun-turret'] = 50,
['laser-turret'] = 150,
['flamethrower-turret'] = 300
}
local function train_type_cause(event)
local players = {}
if event.cause.train.passengers then
for _, player in pairs(event.cause.train.passengers) do
players[#players + 1] = player
end
end
return players
end
local kill_causes = {
['character'] = function(event)
if not event.cause.player then
return
end
return {event.cause.player}
end,
['combat-robot'] = function(event)
if not event.cause.last_user then
return
end
if not game.players[event.cause.last_user.index] then
return
end
return {game.players[event.cause.last_user.index]}
end,
['car'] = function(event)
local players = {}
local driver = event.cause.get_driver()
if driver then
if driver.player then
players[#players + 1] = driver.player
end
end
local passenger = event.cause.get_passenger()
if passenger then
if passenger.player then
players[#players + 1] = passenger.player
end
end
return players
end,
['locomotive'] = train_type_cause,
['cargo-wagon'] = train_type_cause,
['artillery-wagon'] = train_type_cause,
['fluid-wagon'] = train_type_cause
}
local function on_entity_died(event)
if not event.entity.valid then
return
end
if not event.cause then
return
end
if not event.cause.valid then
return
end
if event.entity.force.index == event.cause.force.index then
return
end
if not entity_score_values[event.entity.name] then
return
end
if not kill_causes[event.cause.type] then
return
end
local players_to_reward = kill_causes[event.cause.type](event)
if not players_to_reward then
return
end
if #players_to_reward == 0 then
return
end
for _, player in pairs(players_to_reward) do
Public.init_player_table(player)
local score = this.score_table[player.force.name].players[player.name]
score.killscore = score.killscore + entity_score_values[event.entity.name]
end
end
local function on_player_died(event)
local player = game.players[event.player_index]
Public.init_player_table(player)
local score = this.score_table[player.force.name].players[player.name]
score.deaths = 1 + (score.deaths or 0)
end
local function on_player_mined_entity(event)
if not event.entity.valid then
return
end
if building_and_mining_blacklist[event.entity.type] then
return
end
local player = game.players[event.player_index]
Public.init_player_table(player)
local score = this.score_table[player.force.name].players[player.name]
score.mined_entities = 1 + (score.mined_entities or 0)
end
local function on_built_entity(event)
if not event.created_entity.valid then
return
end
if building_and_mining_blacklist[event.created_entity.type] then
return
end
local player = game.players[event.player_index]
Public.init_player_table(player)
local score = this.score_table[player.force.name].players[player.name]
score.built_entities = 1 + (score.built_entities or 0)
end
Tabs.add_tab_to_gui({name = module_name, id = show_score_token, admin = false})
Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
Event.add(defines.events.on_player_died, on_player_died)
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_gui_click, on_gui_click)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_rocket_launched, on_rocket_launched)
return Public