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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-01 13:08:05 +02:00
Gerkiz e91b6a352f 2.0 changes
Change global -> storage
Rework how rendering works
Game prototypes are now stored inside 'prototypes.#'
Renamed entity names
2024-10-22 21:47:11 +02:00

167 lines
5.4 KiB
Lua

--luacheck: ignore
local Public = {}
local Table = require 'modules.towny.table'
function Public.toggle_button(player)
if player.gui.top['towny_map_intro_button'] then
return
end
local b = player.gui.top.add({ type = 'sprite-button', caption = { 'modules_towny.towny' }, name = 'towny_map_intro_button', tooltip = { 'modules_towny.show_info' } })
b.style.font_color = { r = 0.5, g = 0.3, b = 0.99 }
b.style.font = 'heading-1'
b.style.minimal_height = 38
b.style.maximal_height = 38
b.style.minimal_width = 100
b.style.top_padding = 1
b.style.left_padding = 1
b.style.right_padding = 1
b.style.bottom_padding = 1
end
function Public.show(player)
local townytable = Table.get_table()
if player.gui.center['towny_map_intro_frame'] then
player.gui.center['towny_map_intro_frame'].destroy()
end
local frame = player.gui.center.add { type = 'frame', name = 'towny_map_intro_frame' }
local frame = frame.add { type = 'frame', direction = 'vertical' }
local t = frame.add { type = 'table', column_count = 2 }
local label = t.add { type = 'label', caption = { 'modules_towny.active_factions' } }
label.style.font = 'heading-1'
label.style.font_color = { r = 0.85, g = 0.85, b = 0.85 }
label.style.right_padding = 8
local t = t.add { type = 'table', column_count = 4 }
local label = t.add { type = 'label', caption = { 'modules_towny.outlander', #game.forces.player.connected_players } }
label.style.font_color = { 170, 170, 170 }
label.style.font = 'default-semibold'
label.style.minimal_width = 80
for _, town_center in pairs(townytable.town_centers) do
local force = town_center.market.force
local label = t.add { type = 'label', caption = { 'modules_towny.force', force.name, #force.connected_players } }
label.style.font = 'default-semibold'
label.style.minimal_width = 80
label.style.font_color = town_center.color
end
frame.add { type = 'line' }
local l = frame.add { type = 'label', caption = { 'modules_towny.map_info_header' } }
l.style.font = 'heading-1'
l.style.font_color = { r = 0.85, g = 0.85, b = 0.85 }
local caption = {
'modules_towny.map_info',
{ 'modules_towny.map_info1' },
{ 'modules_towny.map_info2' },
{ 'modules_towny.map_info3' },
{ 'modules_towny.map_info4' },
{ 'modules_towny.map_info5' }
}
local l = frame.add { type = 'label', caption = caption }
l.style.single_line = false
l.style.font = 'heading-2'
l.style.font_color = { r = 0.8, g = 0.7, b = 0.99 }
end
function Public.new_town_button(player)
if player.gui.top['towny_new_town_button'] then
return
end
local b =
player.gui.top.add(
{ type = 'sprite-button', caption = 'New Town', name = 'towny_new_town_button', tooltip = { 'modules_towny.new_town_caption', { 'modules_towny.new_town_off' } } }
)
b.style.font_color = { r = 0.88, g = 0.02, b = 0.02 }
b.style.font = 'heading-1'
b.style.minimal_height = 38
b.style.maximal_height = 38
b.style.minimal_width = 100
b.style.top_padding = 1
b.style.left_padding = 1
b.style.right_padding = 1
b.style.bottom_padding = 1
end
function Public.update_new_town_button(player)
local townytable = Table.get_table()
local button = player.gui.top['towny_new_town_button']
if not button or not button.valid then
return
end
if player.force == game.forces.player then
button.visible = true
if townytable.town_buttons[player.index] == true then
button.tooltip = { 'modules_towny.new_town_caption', { 'modules_towny.new_town_on' } }
button.style.font_color = { r = 0.02, g = 0.88, b = 0.02 }
else
button.tooltip = { 'modules_towny.new_town_caption', { 'modules_towny.new_town_off' } }
button.style.font_color = { r = 0.88, g = 0.02, b = 0.02 }
end
else
button.visible = false
end
end
function Public.close(event)
if not event.element then
return
end
if not event.element.valid then
return
end
local parent = event.element.parent
for _ = 1, 4, 1 do
if not parent then
return
end
if parent.name == 'towny_map_intro_frame' then
parent.destroy()
return
end
parent = parent.parent
end
end
function Public.toggle(event)
if not event.element then
return
end
if not event.element.valid then
return
end
if event.element.name == 'towny_map_intro_button' then
local player = game.players[event.player_index]
if player.gui.center['towny_map_intro_frame'] then
player.gui.center['towny_map_intro_frame'].destroy()
else
Public.show(player)
end
end
end
function Public.toggle_town(event)
local townytable = Table.get_table()
if not event.element then
return
end
if not event.element.valid then
return
end
if event.element.name == 'towny_new_town_button' then
local player = game.players[event.player_index]
if townytable.town_buttons[player.index] then
townytable.town_buttons[player.index] = false
else
townytable.town_buttons[player.index] = true
end
Public.update_new_town_button(player)
end
end
return Public