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RedMew/features/gui/info.lua

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Lua
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local Gui = require 'utils.gui'
local Global = require 'utils.global'
local Event = require 'utils.event'
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local UserGroups = require 'features.user_groups'
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local Game = require 'utils.game'
local PlayerRewards = require 'utils.player_rewards'
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local Color = require 'resources.color_presets'
local Server = require 'features.server'
local Token = require 'utils.token'
local format = string.format
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local normal_color = Color.white
local focus_color = Color.dark_orange
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local rank_colors = {
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Color.white, -- Guest
Color.regular, -- Regular
Color.donator, -- Donator
Color.admin -- Admin
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}
local reward_amount = 2
local reward_plural_indicator = reward_amount > 1 and 's' or ''
local reward_token = PlayerRewards.get_reward()
local info_tab_flags = {
0x1, -- welcome
0x2, -- rules
0x4, -- map_info
0x8, -- scenario_mods
0x10 -- whats_new
}
local flags_sum = 0
for _, v in pairs(info_tab_flags) do
flags_sum = flags_sum + v
end
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local map_name_key = 1
local map_description_key = 2
local map_extra_info_key = 3
local new_info_key = 4
local rewarded_players = {}
local map_extra_info_lock = {false}
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local editable_info = {
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[map_name_key] = global.config.map_info.map_name_key,
[map_description_key] = global.config.map_info.map_description_key,
[map_extra_info_key] = global.config.map_info.map_extra_info_key,
[new_info_key] = global.config.map_info.new_info_key
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}
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Global.register(
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{
rewarded_players = rewarded_players,
editable_info = editable_info,
map_extra_info_lock = map_extra_info_lock
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},
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function(tbl)
rewarded_players = tbl.rewarded_players
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editable_info = tbl.editable_info
map_extra_info_lock = tbl.map_extra_info_lock
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end
)
--- Sets the "new info" according to the changelog located on the server
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local function process_changelog(data)
local key = data.key
if key ~= 'changelog' then
return
end
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local value = data.value -- will be nil if no data
if value then
editable_info[new_info_key] = value
end
end
local changelog_callback = Token.register(process_changelog)
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local function prepare_title()
local welcome_title =
[[
111111 1111111 111111 111 111 1111111 11 11
11 11 11 11 11 1111 1111 11 11 11
111111 11111 11 11 11 1111 11 11111 11 1 11
11 11 11 11 11 11 11 11 11 11 111 11
11 11 1111111 111111 11 11 1111111 111 111
]]
local row = {}
local welcome_title2 = {row}
local row_index = 1
local column_index = 1
local max = 0
for i = 1, #welcome_title do
local char = welcome_title:sub(i, i)
if char == '\n' then
row_index = row_index + 1
row = {}
welcome_title2[row_index] = row
max = math.max(max, column_index - 1)
column_index = 1
elseif char == '1' then
row[column_index] = true
column_index = column_index + 1
elseif char == ' ' then
row[column_index] = false
column_index = column_index + 1
end
end
return welcome_title2, max
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end
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local title, title_max = prepare_title()
local main_button_name = Gui.uid_name()
local main_frame_name = Gui.uid_name()
local tab_button_name = Gui.uid_name()
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local editable_textbox_name = Gui.uid_name()
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local function line_bar(parent)
local bar = parent.add {type = 'progressbar', value = 1}
local style = bar.style
style.color = normal_color
style.horizontally_stretchable = true
end
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local function centered_label(parent, string)
local flow = parent.add {type = 'flow'}
local flow_style = flow.style
flow_style.align = 'center'
flow_style.horizontally_stretchable = true
local label = flow.add {type = 'label', caption = string}
local label_style = label.style
label_style.align = 'center'
label_style.single_line = false
return label
end
local function header_label(parent, string)
local flow = parent.add {type = 'flow'}
local flow_style = flow.style
flow_style.align = 'center'
flow_style.horizontally_stretchable = true
local label = flow.add {type = 'label', caption = string}
local label_style = label.style
label_style.align = 'center'
label_style.single_line = false
label_style.font = 'default-frame'
return label
end
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local pages = {
{
tab_button = function(parent)
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local button = parent.add {type = 'button', name = tab_button_name, caption = 'Welcome'}
return button
end,
content = function(parent)
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local parent_style = parent.style
parent_style.right_padding = 2
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parent =
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parent.add {
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type = 'scroll-pane',
vertical_scroll_policy = 'auto-and-reserve-space',
horizontal_scroll_policy = 'never'
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}
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parent_style = parent.style
parent_style.vertically_stretchable = true
header_label(parent, 'Welcome to the Redmew Server!')
centered_label(
parent,
[[
Redmew is a community for players of all skill levels committed to pushing the limits of Factorio Multiplayer through custom scripts and crazy map designs.
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We are a friendly bunch, our objective is to have as much fun as possible and we hope you will too.
]]
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)
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header_label(parent, 'How To Chat')
centered_label(
parent,
[[
To chat with other players, press the "grave" key on your keyboard.
It is below the ESC key on English keyboards and looks like ~ or `
This can be changed in options -> controls -> "toggle lua console".
]]
)
if global.config.player_rewards.enabled and global.config.player_rewards.info_player_reward then
local string = format('You have been given %s %s%s for looking at the welcome tab.\nChecking each tab will reward you %s more %s%s.\n', reward_amount, reward_token, reward_plural_indicator, reward_amount, reward_token, reward_plural_indicator)
header_label(parent, 'Free Coins')
centered_label(
parent, string
)
end
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header_label(parent, 'Useful Links')
centered_label(parent, [[Check out our discord for new map info and to suggest new maps / ideas.]])
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local discord_textbox_flow = parent.add {type = 'flow'}
local discord_textbox_flow_style = discord_textbox_flow.style
discord_textbox_flow_style.align = 'center'
discord_textbox_flow_style.horizontally_stretchable = true
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discord_textbox_flow.add({type = 'label', caption = 'Discord: '}).style.font = 'default-bold'
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local discord_textbox = discord_textbox_flow.add {type = 'text-box', text = 'redmew.com/discord '}
discord_textbox.read_only = true
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centered_label(parent, 'Contribute to our Patreon to receive special perks and help maintain our servers.')
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local patreon_flow = parent.add {type = 'flow', direction = 'horizontal'}
local patreon_flow_style = patreon_flow.style
patreon_flow_style.align = 'center'
patreon_flow_style.horizontally_stretchable = true
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patreon_flow.add({type = 'label', caption = 'Patreon:'}).style.font = 'default-bold'
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local patreon_textbox = patreon_flow.add {type = 'text-box', text = 'patreon.com/redmew '}
patreon_textbox.read_only = true
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centered_label(parent, 'Download our maps, start and finish state, from our website.')
local save_textbox_flow = parent.add {type = 'flow'}
local save_textbox_flow_style = save_textbox_flow.style
save_textbox_flow_style.align = 'center'
save_textbox_flow_style.horizontally_stretchable = true
save_textbox_flow.add({type = 'label', caption = 'Saves: '}).style.font = 'default-bold'
local save_textbox = save_textbox_flow.add {type = 'text-box', text = 'http://www.redmew.com/saves/ '}
save_textbox.read_only = true
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centered_label(parent, 'View our past maps as a Google Map.')
local maps_textbox_flow = parent.add {type = 'flow'}
local maps_textbox_flow_style = maps_textbox_flow.style
maps_textbox_flow_style.align = 'center'
maps_textbox_flow_style.horizontally_stretchable = true
maps_textbox_flow.add({type = 'label', caption = 'Maps: '}).style.font = 'default-bold'
local maps_textbox =
maps_textbox_flow.add {type = 'text-box', text = 'https://factoriomaps.com/browse/redmew.html '}
maps_textbox.read_only = true
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parent.add({type = 'flow'}).style.height = 24
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end
},
{
tab_button = function(parent)
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local button = parent.add {type = 'button', name = tab_button_name, caption = 'Rules'}
return button
end,
content = function(parent)
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header_label(parent, 'Rules')
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centered_label(
parent,
[[
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Have fun and play nice. Remember we are all just here to have fun so lets keep it that way.
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No hateful content or personal attacks.
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If you suspect someone is griefing, notify the admin team by using /report or by clicking the report button next to the player in the player list.
]]
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)
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end
},
{
tab_button = function(parent)
local button = parent.add {type = 'button', name = tab_button_name, caption = 'Map Info'}
return button
end,
content = function(parent, player)
local read_only = not player.admin
local text_width = 480
local top_flow = parent.add {type = 'flow'}
local top_flow_style = top_flow.style
top_flow_style.align = 'center'
top_flow_style.horizontally_stretchable = true
local top_label = top_flow.add {type = 'label', caption = 'Map Infomation'}
local top_label_style = top_label.style
top_label_style.font = 'default-frame'
local grid = parent.add {type = 'table', column_count = 2}
local grid_style = grid.style
grid_style.horizontally_stretchable = true
grid.add {type = 'label', caption = 'Map name: '}
local map_name_textbox =
grid.add({type = 'flow'}).add {
type = 'text-box',
name = editable_textbox_name,
text = editable_info[map_name_key]
}
map_name_textbox.read_only = read_only
map_name_textbox.word_wrap = true
local map_name_textbox_style = map_name_textbox.style
map_name_textbox_style.width = text_width
map_name_textbox_style.maximal_height = 27
Gui.set_data(map_name_textbox, map_name_key)
grid.add {type = 'label', caption = 'Map description: '}
local map_description_textbox =
grid.add({type = 'flow'}).add {
type = 'text-box',
name = editable_textbox_name,
text = editable_info[map_description_key]
}
map_description_textbox.read_only = read_only
map_description_textbox.word_wrap = true
local map_description_textbox_style = map_description_textbox.style
map_description_textbox_style.width = text_width
map_description_textbox_style.maximal_height = 72
Gui.set_data(map_description_textbox, map_description_key)
grid.add {type = 'label', caption = 'Extra Info: '}
local map_extra_info_textbox =
grid.add({type = 'flow'}).add {
type = 'text-box',
name = editable_textbox_name,
text = editable_info[map_extra_info_key]
}
map_extra_info_textbox.read_only = read_only
map_extra_info_textbox.word_wrap = true
local map_extra_info_textbox_style = map_extra_info_textbox.style
map_extra_info_textbox_style.width = text_width
map_extra_info_textbox_style.height = 210
Gui.set_data(map_extra_info_textbox, map_extra_info_key)
end
},
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{
tab_button = function(parent)
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local button = parent.add {type = 'button', name = tab_button_name, caption = 'Scenario Mods'}
return button
end,
content = function(parent, player)
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local parent_style = parent.style
parent_style.right_padding = 2
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parent =
parent.add {
type = 'scroll-pane',
vertical_scroll_policy = 'auto-and-reserve-space',
horizontal_scroll_policy = 'never'
}
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parent_style = parent.style
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parent_style.vertically_stretchable = true
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header_label(parent, 'Soft Mods and Server Plugins')
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local grid = parent.add {type = 'table', column_count = 3}
local grid_style = grid.style
grid_style.vertical_spacing = 24
grid_style.horizontal_spacing = 8
grid_style.top_padding = 8
grid_style.bottom_padding = 16
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grid.add {type = 'label'}
local ranks = grid.add {type = 'label', caption = 'Ranks'}
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ranks.style.font = 'default-listbox'
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local ranks_flow = grid.add {type = 'flow', direction = 'vertical'}
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local ranks_label =
ranks_flow.add {
type = 'label',
caption = [[
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We have a basic rank system to prevent griefing. You can't use nukes or the
deconstruction planner if you are a guest. If you play for a couple of hours an
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admin will promote you to regular. You may also ask an admin for a promotion if
you're working on a project which requires it.]]
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}
local ranks_label_style = ranks_label.style
ranks_label_style.single_line = false
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local player_rank_flow = ranks_flow.add {type = 'flow', direction = 'horizontal'}
player_rank_flow.add {type = 'label', caption = 'Your rank is:'}
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if player.admin then
local label = player_rank_flow.add {type = 'label', caption = 'Admin'}
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label.style.font_color = rank_colors[4]
elseif UserGroups.is_donator(player.name) then
local label = player_rank_flow.add {type = 'label', caption = 'Donator'}
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label.style.font_color = rank_colors[3]
elseif UserGroups.is_regular(player.name) then
local label = player_rank_flow.add {type = 'label', caption = 'Regular'}
label.style.font_color = rank_colors[2]
else
local label = player_rank_flow.add {type = 'label', caption = 'Guest'}
label.style.font_color = rank_colors[1]
end
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grid.add {type = 'sprite', sprite = 'entity/market'}
local market = grid.add {type = 'label', caption = 'Market'}
market.style.font = 'default-listbox'
local market_label =
grid.add {
type = 'label',
caption = [[
On most maps you will find a market near spawn where you can use coins to
make purchases. Coins are acquired by chopping trees, hand crafting items and
destroying biter nests. Most items in the market are constant but some are
map-specific (usually landfill) and will rotate in and out from time to time.]]
}
market_label.style.single_line = false
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grid.add {type = 'sprite', sprite = 'item/small-plane'}
local train_savior = grid.add {type = 'label', caption = 'Train\nsavior'}
local train_savior_style = train_savior.style
train_savior_style.font = 'default-listbox'
train_savior_style.single_line = false
local train_savior_label =
grid.add {
type = 'label',
caption = [[
Trains are a factorio players' worst enemy. If you have at least one small plane
in your inventory and would be killed by a train, your life will be spared
but you will lose a small plane. You can get planes from the market.
]]
}
train_savior_label.style.single_line = false
if global.config.player_list.enabled then
grid.add {type = 'sprite', sprite = 'entity/player'}
local player_list = grid.add {type = 'label', caption = 'Player\nlist'}
player_list.style.font = 'default-listbox'
player_list.style.single_line = false
local player_list_label =
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grid.add {
type = 'label',
caption = [[
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Lists all players on the server and shows some stats. You can sort the list by
clicking on the column headers. You can also poke people, which throws a random
noun in the chat.]]
}
player_list_label.style.single_line = false
end
if global.config.poll.enabled then
grid.add {type = 'sprite', sprite = 'item/programmable-speaker'}
local poll = grid.add {type = 'label', caption = 'Polls'}
poll.style.font = 'default-listbox'
local poll_label =
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grid.add {
type = 'label',
caption = [[
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Polls help players get consensus for major actions. Want to improve an important
build? Make a poll to check everyone is ok with that. You need to be a regular
to make new polls.]]
}
poll_label.style.single_line = false
end
if global.config.tag_group.enabled then
local tag_button = grid.add {type = 'label', caption = 'tag'}
local tag_button_style = tag_button.style
tag_button_style.font = 'default-listbox'
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tag_button_style.font_color = Color.black
local tag = grid.add {type = 'label', caption = 'Tags'}
tag.style.font = 'default-listbox'
local tag_label =
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grid.add {
type = 'label',
caption = [[
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You can assign yourself a role with tags to let other players know what you are
doing. Or just use the tag as decoration. Regulars can create new custom tags,
be sure to show off your creatively.]]
}
tag_label.style.single_line = false
end
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if global.config.tasklist.enabled then
grid.add {type = 'sprite', sprite = 'item/repair-pack'}
local task = grid.add {type = 'label', caption = 'Tasks'}
task.style.font = 'default-listbox'
local task_label =
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grid.add {
type = 'label',
caption = [[
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Not sure what you should be working on, why not look at the tasks and see what
needs doing. Regulars can add new tasks.]]
}
task_label.style.single_line = false
end
if global.config.blueprint_helper.enabled then
grid.add {type = 'sprite', sprite = 'item/blueprint'}
local blueprint = grid.add {type = 'label', caption = 'BP\nhelper'}
local blueprint_style = blueprint.style
blueprint_style.font = 'default-listbox'
blueprint_style.single_line = false
blueprint_style.width = 55
local blueprint_label =
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grid.add {
type = 'label',
caption = [[
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The Blueprint helper lets you flip blueprints horizontally or vertically and lets you
converter the entities used in the blueprint e.g. turn yellow belts into red belts.]]
}
blueprint_label.style.single_line = false
end
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if global.config.score.enabled then
grid.add {type = 'sprite', sprite = 'item/rocket-silo'}
local score = grid.add {type = 'label', caption = 'Score'}
score.style.font = 'default-listbox'
local score_label =
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grid.add {
type = 'label',
caption = [[
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Shows number of rockets launched and biters liberated.]]
}
score_label.style.single_line = false
end
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end
},
{
tab_button = function(parent)
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local button = parent.add {type = 'button', name = tab_button_name, caption = "What's New"}
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return button
end,
content = function(parent, player)
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local read_only = not player.admin
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header_label(parent, 'New Features')
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local new_info_flow = parent.add {type = 'flow'}
new_info_flow.style.align = 'center'
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local new_info_textbox =
new_info_flow.add {
type = 'text-box',
name = editable_textbox_name,
text = editable_info[new_info_key]
}
new_info_textbox.read_only = read_only
local new_info_textbox_style = new_info_textbox.style
new_info_textbox_style.width = 590
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new_info_textbox_style.height = 300
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Gui.set_data(new_info_textbox, new_info_key)
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end
}
}
local function draw_main_frame(center, player)
local frame = center.add {type = 'frame', name = main_frame_name, direction = 'vertical'}
local frame_style = frame.style
frame_style.height = 600
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frame_style.width = 650
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frame_style.left_padding = 16
frame_style.right_padding = 16
frame_style.top_padding = 16
local top_flow = frame.add {type = 'flow'}
local top_flow_style = top_flow.style
top_flow_style.align = 'center'
top_flow_style.top_padding = 8
top_flow_style.horizontally_stretchable = true
local title_grid = top_flow.add {type = 'table', column_count = title_max}
for _, row in ipairs(title) do
for _, char in ipairs(row) do
local ele
if char then
ele = title_grid.add {type = 'sprite', sprite = 'virtual-signal/signal-red'}
else
ele = title_grid.add {type = 'label', caption = ' '}
end
local ele_style = ele.style
ele_style.height = 10
ele_style.width = 10
end
end
local title_grid_style = title_grid.style
title_grid_style.vertical_spacing = 0
title_grid_style.horizontal_spacing = 0
title_grid_style.bottom_padding = 8
line_bar(frame)
local tab_buttons = {}
local active_tab = 1
local data = {
tab_buttons = tab_buttons,
active_tab = active_tab
}
local tab_flow = frame.add {type = 'flow', direction = 'horizontal'}
local tab_flow_style = tab_flow.style
tab_flow_style.align = 'center'
tab_flow_style.horizontally_stretchable = true
for index, page in ipairs(pages) do
local button_flow = tab_flow.add {type = 'flow'}
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local button = page.tab_button(button_flow, player)
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local button_style = button.style
button_style.left_padding = 3
button_style.right_padding = 3
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Gui.set_data(button, {index = index, data = data})
tab_buttons[index] = button
end
tab_buttons[active_tab].style.font_color = focus_color
line_bar(frame)
local content = frame.add {type = 'frame', direction = 'vertical', style = 'image_frame'}
local content_style = content.style
content_style.horizontally_stretchable = true
content_style.vertically_stretchable = true
content_style.left_padding = 8
content_style.right_padding = 8
content_style.top_padding = 4
pages[active_tab].content(content, player)
data.content = content
local bottom_flow = frame.add {type = 'flow'}
local bottom_flow_style = bottom_flow.style
bottom_flow_style.align = 'center'
bottom_flow_style.top_padding = 8
bottom_flow_style.horizontally_stretchable = true
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bottom_flow.add {type = 'button', name = main_button_name, caption = 'Close'}
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player.opened = frame
end
local function reward_player(player, index, message)
if not global.config.player_rewards.enabled or not global.config.player_rewards.info_player_reward then
return
end
local player_index = player.index
if not rewarded_players[player_index] then
error('Player with no entry in rewarded_players table')
return false
end
local tab_flag = info_tab_flags[index]
if bit32.band(rewarded_players[player_index], tab_flag) == tab_flag then
return
else
PlayerRewards.give_reward(player, reward_amount, message)
rewarded_players[player_index] = rewarded_players[player_index] + tab_flag
if rewarded_players[player_index] == flags_sum then
rewarded_players[player_index] = nil
end
end
end
--- Uploads the contents of new info tab to the server.
-- Is triggered on closing the info window by clicking the close button or by pressing escape.
local function upload_changelog(event)
local player = event.player
if not player or not player.valid or not player.admin then
return
end
Server.set_data('misc', 'changelog', editable_info[new_info_key])
end
--- Tries to download the latest changelog
local function download_changelog()
Server.try_get_data('misc', 'changelog', changelog_callback)
end
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local function toggle(event)
upload_changelog(event)
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local player = event.player
local center = player.gui.center
local main_frame = center[main_frame_name]
if main_frame then
Gui.destroy(main_frame)
else
draw_main_frame(center, player)
end
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end
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local function player_created(event)
local player = Game.get_player_by_index(event.player_index)
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if not player or not player.valid then
return
end
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local gui = player.gui
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gui.top.add {type = 'sprite-button', name = main_button_name, sprite = 'utility/questionmark'}
rewarded_players[player.index] = 0
reward_player(player, info_tab_flags[1])
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end
--- Sets editable_info[map_extra_info_key] outright or adds info to it.
-- Forbids map_extra_info being explicitly set twice
local function create_map_extra_info(value, set)
if map_extra_info_lock[1] and set then
error('Cannot set extra info twice, use add instead')
return
elseif map_extra_info_lock[1] then
return
elseif set then
editable_info[map_extra_info_key] = value
map_extra_info_lock[1] = true
elseif editable_info[map_extra_info_key] == global.config.map_info.map_extra_info_key then
editable_info[map_extra_info_key] = value
else
editable_info[map_extra_info_key] = string.format('%s\n%s', editable_info[map_extra_info_key], value)
end
end
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Event.add(defines.events.on_player_created, player_created)
Event.add(Server.events.on_server_started, download_changelog)
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Server.on_data_set_changed('misc', process_changelog)
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Gui.on_click(main_button_name, toggle)
Gui.on_click(
tab_button_name,
function(event)
local button = event.element
local player = event.player
local button_data = Gui.get_data(button)
local index = button_data.index
local data = button_data.data
local active_tab = data.active_tab
if active_tab == index then
return
end
local tab_buttons = data.tab_buttons
local old_button = tab_buttons[active_tab]
old_button.style.font_color = normal_color
button.style.font_color = focus_color
data.active_tab = index
local content = data.content
Gui.clear(content)
pages[index].content(content, player)
local string = format('%s %s%s awarded for reading a tab on the info screen.', reward_amount, reward_token, reward_plural_indicator)
if rewarded_players[player.index] then
reward_player(player, index, string)
end
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end
)
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Gui.on_text_changed(
editable_textbox_name,
function(event)
local textbox = event.element
local key = Gui.get_data(textbox)
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editable_info[key] = textbox.text
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end
)
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Gui.on_custom_close(
main_frame_name,
function(event)
upload_changelog(event)
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Gui.destroy(event.element)
end
)
Gui.allow_player_to_toggle_top_element_visibility(main_button_name)
local Public = {}
function Public.show_info(player)
toggle({player = player})
end
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function Public.get_map_name()
return editable_info[map_name_key]
end
function Public.set_map_name(value)
editable_info[map_name_key] = value
end
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function Public.get_map_description()
return editable_info[map_description_key]
end
function Public.set_map_description(value)
editable_info[map_description_key] = value
end
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function Public.get_map_extra_info()
return editable_info[map_extra_info_key]
end
--- Adds to existing map_extra_info. Removes default text if it is the only text in place.
function Public.add_map_extra_info(value)
create_map_extra_info(value, false)
end
--- Overrides all info added via add_map_extra_info. It is an error to call this more than once.
-- This should only be used in maps, never in features/modules.
-- Use case: for maps that know exactly what features they're using and
-- want full control over the info presented.
function Public.set_map_extra_info(value)
create_map_extra_info(value, true)
end
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function Public.get_new_info()
return editable_info[new_info_key]
end
function Public.set_new_info(value)
editable_info[new_info_key] = value
end
return Public