local Gui = require 'utils.gui' local Global = require 'utils.global' local Event = require 'utils.event' local UserGroups = require 'features.user_groups' local Game = require 'utils.game' local PlayerRewards = require 'utils.player_rewards' local Color = require 'resources.color_presets' local Server = require 'features.server' local Token = require 'utils.token' local format = string.format local normal_color = Color.white local focus_color = Color.dark_orange local rank_colors = { Color.white, -- Guest Color.regular, -- Regular Color.donator, -- Donator Color.admin -- Admin } 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 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} local editable_info = { [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 } Global.register( { rewarded_players = rewarded_players, editable_info = editable_info, map_extra_info_lock = map_extra_info_lock, }, function(tbl) rewarded_players = tbl.rewarded_players editable_info = tbl.editable_info map_extra_info_lock = tbl.map_extra_info_lock end ) 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 end 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() local editable_textbox_name = Gui.uid_name() 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 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 local pages = { { tab_button = function(parent) local button = parent.add {type = 'button', name = tab_button_name, caption = 'Welcome'} return button end, content = function(parent) local parent_style = parent.style parent_style.right_padding = 2 parent = parent.add { type = 'scroll-pane', vertical_scroll_policy = 'auto-and-reserve-space', horizontal_scroll_policy = 'never' } 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. We are a friendly bunch, our objective is to have as much fun as possible and we hope you will too. ]] ) 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 header_label(parent, 'Useful Links') centered_label(parent, [[Check out our discord for new map info and to suggest new maps / ideas.]]) 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 discord_textbox_flow.add({type = 'label', caption = 'Discord: '}).style.font = 'default-bold' local discord_textbox = discord_textbox_flow.add {type = 'text-box', text = 'redmew.com/discord '} discord_textbox.read_only = true centered_label(parent, 'Contribute to our Patreon to receive special perks and help maintain our servers.') 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 patreon_flow.add({type = 'label', caption = 'Patreon:'}).style.font = 'default-bold' local patreon_textbox = patreon_flow.add {type = 'text-box', text = 'patreon.com/redmew '} patreon_textbox.read_only = true 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 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 parent.add({type = 'flow'}).style.height = 24 end }, { tab_button = function(parent) local button = parent.add {type = 'button', name = tab_button_name, caption = 'Rules'} return button end, content = function(parent) header_label(parent, 'Rules') centered_label( parent, [[ Have fun and play nice. Remember we are all just here to have fun so let’s keep it that way. No hateful content or personal attacks. 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. ]] ) 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 }, { tab_button = function(parent) local button = parent.add {type = 'button', name = tab_button_name, caption = 'Scenario Mods'} return button end, content = function(parent, player) local parent_style = parent.style parent_style.right_padding = 2 parent = parent.add { type = 'scroll-pane', vertical_scroll_policy = 'auto-and-reserve-space', horizontal_scroll_policy = 'never' } parent_style = parent.style parent_style.vertically_stretchable = true header_label(parent, 'Soft Mods and Server Plugins') 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 grid.add {type = 'label'} local ranks = grid.add {type = 'label', caption = 'Ranks'} ranks.style.font = 'default-listbox' local ranks_flow = grid.add {type = 'flow', direction = 'vertical'} local ranks_label = ranks_flow.add { type = 'label', caption = [[ 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 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.]] } local ranks_label_style = ranks_label.style ranks_label_style.single_line = false local player_rank_flow = ranks_flow.add {type = 'flow', direction = 'horizontal'} player_rank_flow.add {type = 'label', caption = 'Your rank is:'} if player.admin then local label = player_rank_flow.add {type = 'label', caption = 'Admin'} label.style.font_color = rank_colors[4] elseif UserGroups.is_donator(player.name) then local label = player_rank_flow.add {type = 'label', caption = 'Donator'} 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 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 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 = grid.add { type = 'label', caption = [[ 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 = grid.add { type = 'label', caption = [[ 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' tag_button_style.font_color = Color.black local tag = grid.add {type = 'label', caption = 'Tags'} tag.style.font = 'default-listbox' local tag_label = grid.add { type = 'label', caption = [[ 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 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 = grid.add { type = 'label', caption = [[ 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 = grid.add { type = 'label', caption = [[ 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 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 = grid.add { type = 'label', caption = [[ Shows number of rockets launched and biters liberated.]] } score_label.style.single_line = false end end }, { tab_button = function(parent) local button = parent.add {type = 'button', name = tab_button_name, caption = "What's New"} return button end, content = function(parent, player) local read_only = not player.admin header_label(parent, 'New Features') local new_info_flow = parent.add {type = 'flow'} new_info_flow.style.align = 'center' 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 new_info_textbox_style.height = 300 Gui.set_data(new_info_textbox, new_info_key) 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 frame_style.width = 650 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'} local button = page.tab_button(button_flow, player) local button_style = button.style button_style.left_padding = 3 button_style.right_padding = 3 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 bottom_flow.add {type = 'button', name = main_button_name, caption = 'Close'} 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 local function toggle(event) 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 end local function player_created(event) local player = Game.get_player_by_index(event.player_index) if not player or not player.valid then return end local gui = player.gui 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]) 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 --- Sets the "new info" according to the changelog located on the server local changelog_callback = Token.register( function(data) local value = data.value -- will be nil if no data if value then editable_info[new_info_key] = value end end ) Event.add(defines.events.on_player_created, player_created) Event.add(Server.events.on_server_started, function() Server.try_get_data('misc', 'changelog', changelog_callback) end ) 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 end ) Gui.on_text_changed( editable_textbox_name, function(event) local textbox = event.element local key = Gui.get_data(textbox) editable_info[key] = textbox.text end ) Gui.on_custom_close( main_frame_name, function(event) 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 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 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 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 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