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https://github.com/Refactorio/RedMew.git
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Merge branch 'master' of https://github.com/grilledham/RedMew into disable-ag
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commit
aea7bc2d0f
@ -1,13 +1,20 @@
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local Event = require 'utils.event'
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local Global = require 'utils.global'
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local Task = require 'utils.Task'
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local Token = require 'utils.global_token'
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local function on_init()
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global.corpse_util_corpses = {}
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end
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local player_corpses = {}
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Global.register(
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player_corpses,
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function(tbl)
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player_corpses = tbl
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end
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)
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local function player_died(event)
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local player = game.players[event.player_index]
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local player_index = event.player_index
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local player = game.players[player_index]
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if not player or not player.valid then
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return
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@ -16,12 +23,14 @@ local function player_died(event)
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local pos = player.position
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local entities =
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player.surface.find_entities_filtered {
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area = {{pos.x, pos.y}, {pos.x + 1, pos.y + 1}},
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area = {{pos.x - 0.5, pos.y - 0.5}, {pos.x + 0.5, pos.y + 0.5}},
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name = 'character-corpse'
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}
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local tick = game.tick
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local entity
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for _, e in ipairs(entities) do
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if e.character_corpse_player_index == event.player_index then
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if e.character_corpse_player_index == event.player_index and e.character_corpse_tick_of_death == tick then
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entity = e
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break
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end
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@ -43,16 +52,14 @@ local function player_died(event)
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return
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end
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global.corpse_util_corpses[position.x .. ',' .. position.y] = tag
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player_corpses[player_index * 0x100000000 + tick] = tag
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end
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local function remove_tag(position)
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local pos = position.x .. ',' .. position.y
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local function remove_tag(player_index, tick)
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local index = player_index * 0x100000000 + tick
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local tag = global.corpse_util_corpses[pos]
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if tag then
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global.corpse_util_corpses[pos] = nil
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end
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local tag = player_corpses[index]
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player_corpses[index] = nil
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if not tag or not tag.valid then
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return
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@ -65,7 +72,7 @@ local function corpse_expired(event)
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local entity = event.corpse
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if entity and entity.valid then
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remove_tag(entity.position)
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remove_tag(entity.character_corpse_player_index, entity.character_corpse_tick_of_death)
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end
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end
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@ -73,7 +80,7 @@ local corpse_util_mined_entity =
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Token.register(
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function(data)
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if not data.entity.valid then
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remove_tag(data.position)
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remove_tag(data.player_index, data.tick)
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end
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end
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)
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@ -84,11 +91,18 @@ local function mined_entity(event)
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if entity and entity.valid and entity.name == 'character-corpse' then
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-- The corpse may be mined but not removed (if player doesn't have inventory space)
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-- so we wait one tick to see if the corpse is gone.
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Task.set_timeout_in_ticks(1, corpse_util_mined_entity, {entity = entity, position = entity.position})
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Task.set_timeout_in_ticks(
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1,
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corpse_util_mined_entity,
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{
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entity = entity,
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player_index = entity.character_corpse_player_index,
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tick = entity.character_corpse_tick_of_death
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}
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)
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end
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end
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Event.on_init(on_init)
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Event.add(defines.events.on_player_died, player_died)
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Event.add(defines.events.on_character_corpse_expired, corpse_expired)
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Event.add(defines.events.on_pre_player_mined_item, mined_entity)
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@ -61,7 +61,7 @@ local function teleport_location(cmd)
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game.player.teleport(pos)
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end
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local function do_fish_kill(player)
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local function do_fish_kill(player, suicide)
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local c = player.character
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if not c then
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return false
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@ -70,6 +70,11 @@ local function do_fish_kill(player)
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local e = player.surface.create_entity {name = 'fish', position = player.position}
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c.die(player.force, e)
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-- Don't want people killing themselves for free fish.
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if suicide then
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e.destroy()
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end
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return true
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end
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@ -86,12 +91,12 @@ local function kill(cmd)
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end
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if not target and player then
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if not do_fish_kill(player) then
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if not do_fish_kill(player, true) then
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player_print("Sorry, you don't have a character to kill.")
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end
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elseif player then
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if target == player then
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if not do_fish_kill(player) then
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if not do_fish_kill(player, true) then
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player_print("Sorry, you don't have a character to kill.")
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end
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elseif target and player.admin then
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@ -106,13 +106,22 @@ local total_fish_market_bonus_messages = #fish_market_bonus_message
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local function fish_earned(event, amount)
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local player_index = event.player_index
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local player = game.players[player_index]
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local stack = {name = 'raw-fish', count = amount}
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local inserted = player.insert(stack)
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local diff = amount - inserted
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if diff > 0 then
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stack.count = diff
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player.surface.spill_item_stack(player.position, stack, true)
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end
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local fish = PlayerStats.get_fish_earned(player_index)
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fish = fish + amount
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PlayerStats.set_fish_earned(player_index, fish)
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if fish % 70 == 0 then
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local player = game.players[player_index]
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if player and player.valid then
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local message = fish_market_bonus_message[math.random(total_fish_market_bonus_messages)]
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player.print(message)
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@ -40,7 +40,7 @@ Global.register(
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},
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function(tbl)
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player_poke_cooldown = tbl.player_poke_cooldown
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player_pokes = player_pokes
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player_pokes = tbl.player_pokes
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player_settings = tbl.player_settings
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no_notify_players = tbl.no_notify_players
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end
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@ -144,13 +144,13 @@ local column_builders = {
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[sprite_heading_name] = {
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create_data = function(player)
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local ticks = player.online_time
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local level = math.ceil(ticks * inv_sprite_time_step)
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local level = math.floor(ticks * inv_sprite_time_step) + 1
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level = math.min(level, #player_sprites)
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return level
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end,
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sort = function(a, b)
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return a > b
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return a < b
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end,
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draw_heading = function(parent)
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local label = parent.add {type = 'label', name = sprite_heading_name, caption = ' '}
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@ -179,7 +179,7 @@ local column_builders = {
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return player
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end,
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sort = function(a, b)
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return a.name > b.name
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return a.name:lower() < b.name:lower()
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end,
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draw_heading = function(parent)
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local label = parent.add {type = 'label', name = player_name_heading_name, caption = 'Name'}
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@ -213,7 +213,7 @@ local column_builders = {
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return player.online_time
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end,
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sort = function(a, b)
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return a > b
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return a < b
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end,
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draw_heading = function(parent)
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local label = parent.add {type = 'label', name = time_heading_name, caption = 'Time'}
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@ -237,7 +237,7 @@ local column_builders = {
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[rank_heading_name] = {
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create_data = get_rank_level,
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sort = function(a, b)
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return a > b
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return a < b
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end,
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draw_heading = function(parent)
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local label = parent.add {type = 'label', name = rank_heading_name, caption = 'Rank'}
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@ -262,7 +262,7 @@ local column_builders = {
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return PlayerStats.get_walk_distance(player.index)
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end,
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sort = function(a, b)
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return a > b
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return a < b
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end,
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draw_heading = function(parent)
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local label = parent.add {type = 'label', name = distance_heading_name, caption = 'Distance'}
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@ -294,9 +294,9 @@ local column_builders = {
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sort = function(a, b)
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local a_fish_earned, b_fish_earned = a.fish_earned, b.fish_earned
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if a_fish_earned == b_fish_earned then
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return a.fish_spent > b.fish_spent
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return a.fish_spent < b.fish_spent
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else
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return a_fish_earned > b_fish_earned
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return a_fish_earned < b_fish_earned
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end
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end,
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draw_heading = function(parent)
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@ -333,7 +333,7 @@ local column_builders = {
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}
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end,
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sort = function(a, b)
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return a.count > b.count
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return a.count < b.count
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end,
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draw_heading = function(parent)
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local label = parent.add {type = 'label', name = deaths_heading_name, caption = 'Deaths'}
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@ -368,7 +368,7 @@ local column_builders = {
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return {poke_count = player_pokes[player.index] or 0, player = player}
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end,
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sort = function(a, b)
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return a.poke_count > b.poke_count
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return a.poke_count < b.poke_count
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end,
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draw_heading = function(parent, data)
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local label = parent.add {type = 'label', name = poke_name_heading_name, caption = 'Poke'}
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@ -696,7 +696,7 @@ Gui.on_click(
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if sorted_column == poke_name_heading_name then
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redraw_cells(frame_data)
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else
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local poke_button = poke_bottons[p.index]
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local poke_button = poke_bottons[poke_player_index]
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poke_button.caption = count
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end
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end
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