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FactorioScenarioMultiplayer…/lib/gui_tabs/spawn_controls.lua

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-- Spawn control tab in the Oarc GUI, for things like sharing your base with others.
local RESET_GUI_MAX_WIDTH = 500
local RESET_GUI_MAX_HEIGHT = 1000
---Provides the content of the spawn control tab in the Oarc GUI.
---@param tab_container LuaGuiElement
---@param player LuaPlayer
---@return nil
function CreateSpawnControlsTab(tab_container, player)
local spwnCtrls = tab_container.add {
type = "scroll-pane",
vertical_scroll_policy = "auto",
}
-- ApplyStyle(spwnCtrls, my_fixed_width_style)
spwnCtrls.style.maximal_height = GENERIC_GUI_MAX_HEIGHT
spwnCtrls.style.padding = 5
-- Don't show anything WHILE they are still generating a spawn:
if PlayerHasDelayedSpawn(player.name--[[@as string]]) then
AddLabel(spwnCtrls, nil, { "oarc-spawn-controls-disabled-delayed" }, my_warning_style)
return
end
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CreatePrimarySpawnInfo(player, spwnCtrls)
CreateSecondarySpawnInfo(player, spwnCtrls)
CreateSetRespawnLocationButton(player, spwnCtrls)
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if storage.ocfg.gameplay.enable_shared_spawns then
CreateSharedSpawnControls(player, spwnCtrls)
CreateJoinQueueControls(player, spwnCtrls)
end
CreatePlayerResetControls(spwnCtrls)
end
---Display some general info about the player's home base (different from respawn point).
---There should ONLY be one of these per player? Or maybe there are one per surface
---@param player LuaPlayer
---@param container LuaGuiElement
---@return nil
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function CreatePrimarySpawnInfo(player, container)
local primary_spawn = FindPrimaryUniqueSpawn(player.name)
if (primary_spawn == nil) then return end
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AddLabel(container, nil, { "oarc-primary-spawn-info-header" }, "caption_label")
AddLabel(container, nil, { "oarc-primary-spawn-info-note" }, my_label_style)
local horizontal_flow = container.add { type = "flow", direction = "horizontal"}
horizontal_flow.style.vertical_align = "center"
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AddLabel(horizontal_flow, nil, { "oarc-primary-spawn-info-surface-label",
primary_spawn.surface_name,
primary_spawn.position.x,
primary_spawn.position.y}, my_label_style)
--Add empty widget
local dragger = horizontal_flow.add {
type = "empty-widget",
style = "draggable_space_header"
}
dragger.style.horizontally_stretchable = true
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CreateGPSButton(horizontal_flow, primary_spawn.surface_name, primary_spawn.position)
end
---Display some general info about the player's secondary spawn points.
---@param player LuaPlayer
---@param container LuaGuiElement
---@return nil
function CreateSecondarySpawnInfo(player, container)
local secondary_spawns = FindSecondaryUniqueSpawns(player.name)
if (secondary_spawns == nil) or (table_size(secondary_spawns) == 0) then return end
AddSpacerLine(container)
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AddLabel(container, nil, { "oarc-secondary-spawn-info-header" }, "caption_label")
AddLabel(container, nil, { "oarc-secondary-spawn-info-note" }, my_label_style)
for _,secondary_spawn in pairs(secondary_spawns) do
local horizontal_flow = container.add { type = "flow", direction = "horizontal"}
horizontal_flow.style.vertical_align = "center"
AddLabel(horizontal_flow, nil, { "oarc-secondary-spawn-info-surface-label",
secondary_spawn.surface_name,
secondary_spawn.position.x,
secondary_spawn.position.y}, my_label_style)
--Add empty widget
local dragger = horizontal_flow.add {
type = "empty-widget",
style = "draggable_space_header"
}
dragger.style.horizontally_stretchable = true
CreateGPSButton(horizontal_flow, secondary_spawn.surface_name, secondary_spawn.position)
end
end
---Display the shared spawn controls
---@param player LuaPlayer
---@param container LuaGuiElement
---@return nil
function CreateSharedSpawnControls(player, container)
local primary_spawn = FindPrimaryUniqueSpawn(player.name)
if (primary_spawn == nil) then return end
AddSpacerLine(container)
AddLabel(container, nil, { "oarc-shared-spawn-controls" }, "caption_label")
local shared_spawn_open = IsSharedSpawnOpen(primary_spawn.surface_name, player.name)
local shared_spawn_full = IsSharedSpawnFull(primary_spawn.surface_name, player.name)
-- This checkbox allows people to join your base when they first start the game.
local toggle = container.add {
type = "checkbox",
name = "accessToggle",
tags = { action = "oarc_spawn_ctrl_tab", setting = "shared_access_toggle" },
caption = { "oarc-shared-spawn-allow-joiners" },
state = shared_spawn_open,
enabled = not shared_spawn_full -- Disable if the shared spawn is full
}
if shared_spawn_open and shared_spawn_full then
AddLabel(container, nil, { "oarc-shared-spawn-full" }, my_note_style)
end
ApplyStyle(toggle, my_fixed_width_style)
end
---Display the set respawn location button in the spawn control tab.
---@param player LuaPlayer
---@param container LuaGuiElement
---@return nil
function CreateSetRespawnLocationButton(player, container)
AddSpacerLine(container)
AddLabel(container, nil, { "oarc-set-respawn-loc-header" }, "caption_label")
--[[@type OarcPlayerSpawn]]
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local respawn_info = storage.player_respawns[player.name][player.surface.name]
if (respawn_info == nil) then
AddLabel(container, nil, { "oarc-no-respawn-this-surface" }, my_warning_style)
return
end
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local respawn_surface_name = respawn_info.surface
local respawn_position = respawn_info.position
-- Display the current respawn location
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local horizontal_flow = container.add { type = "flow", direction = "horizontal"}
horizontal_flow.style.vertical_align = "center"
AddLabel(horizontal_flow, nil, { "oarc-set-respawn-loc-info-surface-label",
respawn_surface_name,
respawn_position.x,
respawn_position.y }, my_label_style)
--Add empty widget
local dragger = horizontal_flow.add {
type = "empty-widget",
style = "draggable_space_header"
}
dragger.style.horizontally_stretchable = true
local teleport_button = horizontal_flow.add {
type = "button",
tags = { action = "oarc_spawn_ctrl_tab", setting = "teleport_home", surface = respawn_surface_name, position = respawn_position },
caption = { "oarc-teleport-home" },
tooltip = { "oarc-teleport-home-tooltip" },
style = "green_button"
}
teleport_button.style.height = 26
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CreateGPSButton(horizontal_flow, respawn_surface_name, respawn_position)
-- Sets the player's custom spawn point to their current location
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if ((game.tick - storage.player_cooldowns[player.name].setRespawn) >
(storage.ocfg.gameplay.respawn_cooldown_min * TICKS_PER_MINUTE)) then
local change_respawn_button = container.add {
type = "button",
tags = { action = "oarc_spawn_ctrl_tab", setting = "set_respawn_location" },
name = "setRespawnLocation",
caption = { "oarc-set-respawn-loc" },
tooltip = { "oarc-set-respawn-loc-tooltip" },
style = "red_button"
}
change_respawn_button.style.font = "default-small-semibold"
else
AddLabel(container, nil,
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{ "oarc-set-respawn-loc-cooldown", FormatTime((storage.ocfg.gameplay.respawn_cooldown_min * TICKS_PER_MINUTE) -
(game.tick - storage.player_cooldowns[player.name].setRespawn)) }, my_note_style)
end
AddLabel(container, nil, { "oarc-set-respawn-note" }, my_label_style)
end
---Display a list of people in the join queue for a shared spawn.
---@param player LuaPlayer
---@param container LuaGuiElement
---@return nil
function CreateJoinQueueControls(player, container)
local primary_spawn = FindPrimaryUniqueSpawn(player.name)
if (primary_spawn == nil) then return end
local shared_spawn_open = IsSharedSpawnOpen(primary_spawn.surface_name, player.name)
local shared_spawn_full = IsSharedSpawnFull(primary_spawn.surface_name, player.name)
-- Only show this if the player has an open and not full shared spawn
if (not shared_spawn_open or shared_spawn_full) then return end
if (table_size(primary_spawn.join_queue) > 0) then
AddLabel(container, nil, { "oarc-join-queue-header" }, "caption_label")
AddLabel(container, "drop_down_msg_lbl1", { "oarc-select-player-join-queue" }, my_label_style)
local horizontal_flow = container.add { type = "flow", direction = "horizontal" }
horizontal_flow.style.horizontally_stretchable = true
horizontal_flow.add {
name = "join_queue_dropdown",
type = "drop-down",
items = primary_spawn.join_queue
}
local dragger = horizontal_flow.add {
type = "empty-widget",
style = "draggable_space_header"
}
dragger.style.horizontally_stretchable = true
horizontal_flow.add {
name = "accept_player_request",
tags = { action = "oarc_spawn_ctrl_tab", setting = "accept_player_request" },
type = "button",
style = "green_button",
caption = { "oarc-accept" }
}
horizontal_flow.add {
name = "reject_player_request",
tags = { action = "oarc_spawn_ctrl_tab", setting = "reject_player_request" },
type = "button",
style = "red_button",
caption = { "oarc-reject" }
}
else
AddLabel(container, "empty_join_queue_note1", { "oarc-no-player-join-reqs" }, my_note_style)
end
end
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---Display a GPS button for a specific location.
---@param container LuaGuiElement
---@param surface_name string
---@param position MapPosition
---@return nil
function CreateGPSButton(container, surface_name, position)
local gps_button = container.add {
type = "sprite-button",
sprite = "utility/gps_map_icon",
tags = {
action = "oarc_spawn_ctrl_tab",
setting = "show_location",
surface = surface_name,
position = position
},
style = "slot_button",
tooltip = { "oarc-spawn-info-location-button-tooltip" },
}
gps_button.style.width = 28
gps_button.style.height = 28
end
---Create the GUI controls for self-resetting the player.
---@param container LuaGuiElement
---@return nil
function CreatePlayerResetControls(container)
if not storage.ocfg.gameplay.enable_player_self_reset then return end
AddSpacerLine(container)
AddLabel(container, nil, { "oarc-player-reset-header" }, "caption_label")
AddLabel(container, nil, { "oarc-player-reset-note" }, my_longer_label_style)
local horizontal_flow = container.add { type = "flow", direction = "horizontal" }
local dragger = horizontal_flow.add {
type = "empty-widget",
style = "draggable_space_header"
}
dragger.style.horizontally_stretchable = true
local reset_button = horizontal_flow.add {
type = "button",
tags = { action = "oarc_spawn_ctrl_tab", setting = "player_reset" },
caption = { "oarc-player-reset" },
tooltip = { "oarc-player-reset-tooltip" },
style = "red_button"
}
reset_button.style.font = "default-small-semibold"
end
---Display a confirmation GUI for the player to reset themselves.
---@param player LuaPlayer
---@return nil
function DisplayPlayerResetConfirmationGUI(player)
local self_reset_gui = player.gui.screen.add {
name = "self_reset_confirm",
type = "frame",
direction = "vertical",
caption = { "oarc-player-reset" }
}
self_reset_gui.auto_center = true
self_reset_gui.style.maximal_width = RESET_GUI_MAX_WIDTH
self_reset_gui.style.maximal_height = RESET_GUI_MAX_HEIGHT
self_reset_gui.style.padding = 5
local self_reset_gui_if = self_reset_gui.add {
type = "frame",
style = "inside_shallow_frame_with_padding",
direction = "vertical"
}
AddLabel(self_reset_gui_if, nil, { "oarc-player-reset-are-you-sure" }, my_warning_style)
AddSpacer(self_reset_gui_if)
local horizontal_flow = self_reset_gui_if.add { type = "flow", direction = "horizontal" }
horizontal_flow.style.horizontally_stretchable = true
local cancel_button = horizontal_flow.add {
type = "button",
tags = { action = "oarc_spawn_ctrl_tab", setting = "player_reset_cancel" },
caption = { "oarc-cancel-button-caption" },
style = "back_button"
}
local dragger = horizontal_flow.add {
type = "empty-widget",
style = "draggable_space_header"
}
dragger.style.horizontally_stretchable = true
local reset_button = horizontal_flow.add {
type = "button",
tags = { action = "oarc_spawn_ctrl_tab", setting = "player_reset_confirm" },
caption = { "oarc-confirm-button-caption" },
tooltip = { "oarc-player-reset" },
style = "confirm_button"
}
end
---Handle the gui checkboxes & radio buttons of the spawn control tab in the Oarc GUI.
---@param event EventData.on_gui_checked_state_changed
---@return nil
function SpawnCtrlGuiOptionsCheckedStateChanged(event)
if not event.element.valid then return end
local player = game.players[event.player_index]
local tags = event.element.tags
if (tags.action ~= "oarc_spawn_ctrl_tab") then
return
end
-- Handle changes to spawn sharing.
if (tags.setting == "shared_access_toggle") then
if event.element.state then
SendBroadcastMsg({ "oarc-start-shared-base", player.name })
else
SendBroadcastMsg({ "oarc-stop-shared-base", player.name })
end
local primary_spawn = FindPrimaryUniqueSpawn(player.name)
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storage.unique_spawns[primary_spawn.surface_name][player.name].open_access = event.element.state
OarcGuiRefreshContent(player)
-- Refresh the shared spawn spawn gui for all players
for _,p in pairs(game.connected_players) do
RefreshSharedSpawnFrameIfExist(p)
end
end
end
---Handle the gui click of the spawn control tab in the Oarc GUI.
---@param event EventData.on_gui_click
---@return nil
function SpawnCtrlTabGuiClick(event)
if not event.element.valid then return end
local player = game.players[event.player_index]
local tags = event.element.tags
if (tags.action ~= "oarc_spawn_ctrl_tab") then
return
end
-- Sets a new respawn point and resets the cooldown.
if (tags.setting == "set_respawn_location") then
-- Check if the surface is blacklisted
local surface_name = player.surface.name
if IsSurfaceBlacklisted(surface_name) then
player.print("Can't set a respawn point on this surface!")
return
end
SetPlayerRespawn(player.name, surface_name, player.position, true)
OarcGuiRefreshContent(player)
player.print({ "oarc-spawn-point-updated" })
-- Shows the spawn location on the map
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elseif (tags.setting == "show_location") then
local surface_name = tags.surface --[[@as string]]
local position = tags.position --[[@as MapPosition]]
player.set_controller{type = defines.controllers.remote, position = position, surface = surface_name}
player.print({"", { "oarc-spawn-gps-location" }, GetGPStext(surface_name, position)})
-- Teleports the player to their home base
elseif (tags.setting == "teleport_home") then
local surface_name = tags.surface --[[@as string]]
local position = tags.position --[[@as MapPosition]]
--TODO Verify player is still on the same surface, if they leave the GUI open, they can teleport back from any surface.
SafeTeleport(player, game.surfaces[surface_name], position)
-- Self reset the player
elseif (tags.setting == "player_reset") then
DisplayPlayerResetConfirmationGUI(player)
-- Cancel the self reset
elseif (tags.setting == "player_reset_cancel") then
if (player.gui.screen.self_reset_confirm) then
player.gui.screen.self_reset_confirm.destroy()
end
-- Confirm the self reset
elseif (tags.setting == "player_reset_confirm") then
if (player.gui.screen.self_reset_confirm) then
player.gui.screen.self_reset_confirm.destroy()
end
RemoveOrResetPlayer(player, false)
-- Accept or reject pending player join requests to a shared base
elseif ((tags.setting == "accept_player_request") or (tags.setting == "reject_player_request")) then
if ((event.element.parent.join_queue_dropdown == nil) or
(event.element.parent.join_queue_dropdown.selected_index == 0)) then
player.print({ "oarc-selected-player-not-valid" })
OarcGuiRefreshContent(player)
return
end
local join_queue_index = event.element.parent.join_queue_dropdown.selected_index
local join_queue_player_choice = event.element.parent.join_queue_dropdown.get_item(join_queue_index) --[[@as string]]
-- Shouldn't be able to hit this since we force a GUI refresh when they leave?
if ((game.players[join_queue_player_choice] == nil) or (not game.players[join_queue_player_choice].connected)) then
player.print({ "oarc-selected-player-not-wait" })
OarcGuiRefreshContent(player)
return
end
local primary_spawn = FindPrimaryUniqueSpawn(player.name)
if (tags.setting == "reject_player_request") then
RemovePlayerFromJoinQueue(join_queue_player_choice) -- This also refreshes the host gui
-- Inform the host that the player was rejected
player.print({ "oarc-reject-joiner", join_queue_player_choice })
-- Inform the player that their request was rejected
SendMsg(join_queue_player_choice, { "oarc-your-request-rejected" })
-- Close the waiting players menu
if (game.players[join_queue_player_choice].gui.screen.join_shared_spawn_wait_menu) then
game.players[join_queue_player_choice].gui.screen.join_shared_spawn_wait_menu.destroy()
DisplaySpawnOptions(game.players[join_queue_player_choice])
end
elseif (tags.setting == "accept_player_request") then
-- Check if there is space first
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if (table_size(primary_spawn.joiners) >= storage.ocfg.gameplay.number_of_players_per_shared_spawn - 1) then
player.print({ "oarc-shared-spawn-full" })
return
end
-- Send an announcement
SendBroadcastMsg({ "oarc-player-joining-base", join_queue_player_choice, player.name })
-- Close the waiting players menu
if (game.players[join_queue_player_choice].gui.screen.join_shared_spawn_wait_menu) then
game.players[join_queue_player_choice].gui.screen.join_shared_spawn_wait_menu.destroy()
end
-- Spawn the player
local joining_player = game.players[join_queue_player_choice]
SetPlayerRespawn(joining_player.name, primary_spawn.surface_name, primary_spawn.position, true)
SendPlayerToSpawn(primary_spawn.surface_name, joining_player)
GivePlayerStarterItems(joining_player)
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table.insert(storage.unique_spawns[primary_spawn.surface_name][player.name].joiners, joining_player.name)
joining_player.force = game.players[player.name].force
-- Render some welcoming text...
DisplayWelcomeGroundTextAtSpawn(joining_player, primary_spawn.surface_name, primary_spawn.position)
-- Unlock spawn control gui tab
SetOarcGuiTabEnabled(joining_player, OARC_SPAWN_CTRL_TAB_NAME, true)
RemovePlayerFromJoinQueue(join_queue_player_choice) -- This also refreshes the host gui
end
end
end