local Global = require 'utils.global' local Event = require 'utils.event' local Token = require 'utils.token' local Schedule = require 'utils.task' local Gui = require 'utils.gui' local Color = require 'resources.color_presets' local Server = require 'features.server' local ScoreTracker = require 'utils.score_tracker' local format_number = require 'util'.format_number local pairs = pairs local concat = table.concat local scores_to_show = global.config.score.global_to_show local set_timeout_in_ticks = Schedule.set_timeout_in_ticks local main_frame_name = Gui.uid_name() local main_button_name = Gui.uid_name() local memory = { redraw_score_scheduled = false, player_last_position = {}, player_death_causes = {} } Global.register( memory, function(tbl) memory = tbl end ) ---Creates a map of score name => {captain, tooltip} local function get_global_score_labels() local scores = ScoreTracker.get_global_scores_with_metadata(scores_to_show) local score_labels = {} for index = 1, #scores do local score_data = scores[index] score_labels[score_data.name] = { caption = concat({score_data.icon, format_number(score_data.value, true)}, ' '), tooltip = score_data.locale_string } end return score_labels end local do_redraw_score = Token.register( function() local players = game.connected_players local scores = get_global_score_labels() for i = 1, #players do local player = players[i] local frame = player.gui.top[main_frame_name] if frame and frame.valid then local score_table = frame.score_table for score_name, textual_display in pairs(scores) do score_table[score_name].caption = textual_display.caption end end end memory.redraw_score_scheduled = false end ) local function schedule_redraw_score() if memory.redraw_score_scheduled then return end -- throttle redraws set_timeout_in_ticks(30, do_redraw_score) memory.redraw_score_scheduled = true end local function player_created(event) local player = game.get_player(event.player_index) if not player then return end player.gui.top.add( { type = 'sprite-button', name = main_button_name, sprite = 'achievement/there-is-no-spoon', tooltip = {'score.tooltip'} } ) end local function score_label_style(label, color) local style = label.style style.font = 'default-bold' style.font_color = color end local function score_show(top) local scores = get_global_score_labels() local frame = top.add {type = 'frame', name = main_frame_name} local score_table = frame.add {type = 'table', name = 'score_table', column_count = 8} local style = score_table.style style.vertical_spacing = 4 style.horizontal_spacing = 16 for score_name, textual_display in pairs(scores) do local label = score_table.add( { type = 'label', name = score_name, caption = textual_display.caption, tooltip = textual_display.tooltip } ) score_label_style(label, Color.white) end end local function global_score_changed(event) local found = false for index = 1, #scores_to_show do if scores_to_show[index] then found = true end end if not found then return end schedule_redraw_score() if event.score_name ~= 'satellites-launched' then return end local count = ScoreTracker.get_for_global('satellites-launched') if (count < 10) or ((count < 50) and ((count % 5) == 0)) or ((count % 25) == 0) then local message = 'A satellite has been launched! Total count: ' .. count game.print(message) Server.to_discord_bold(message) end end Gui.on_click( main_button_name, function(event) local player = event.player local top = player.gui.top local frame = top[main_frame_name] local main_button = top[main_button_name] if not frame then score_show(top) main_button.style = 'highlighted_tool_button' local style = main_button.style style.width = 40 style.height = 40 style.padding = 0 else frame.destroy() main_button.style = 'slot_button' end end ) Gui.allow_player_to_toggle_top_element_visibility(main_button_name) Event.add(defines.events.on_player_created, player_created) Event.add(ScoreTracker.events.on_global_score_changed, global_score_changed)