mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
26e1c28dc0
* Init Factorio 2.0 update * add credits * fix test module * I know luackeck, I know * Fixes * Fix bad event.player_index handling * Hotfixes * Remove all filter inserters * Migrate removed items * Deprecating spidertron control and landfill features
152 lines
4.1 KiB
Lua
152 lines
4.1 KiB
Lua
local Event = require 'utils.event'
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local Gui = require 'utils.gui'
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local Global = require 'utils.global'
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local Toast = require 'features.gui.toast'
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local RS = require 'map_gen.shared.redmew_surface'
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local round = math.round
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local pairs = pairs
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local main_button_name = Gui.uid_name()
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local memory = {
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last_percentage = 0
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}
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Global.register(
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memory,
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function(tbl)
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memory = tbl
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end,
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'evolution_progress'
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)
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local button_sprites = {
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['small-biter'] = 0,
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['medium-biter'] = 0.2,
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['small-spitter'] = 0.25,
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['medium-spitter'] = 0.4,
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['big-spitter'] = 0.5,
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['big-biter'] = 0.501,
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['behemoth-spitter'] = 0.9,
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['behemoth-biter'] = 0.901
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}
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local function get_evolution_percentage()
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if not game then
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return 0
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end
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local value = round(game.forces.enemy.get_evolution_factor(RS.get_surface_name()) * 1000) * 0.001
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if value < 0.001 then
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-- 0.00 won't be shown on the button as value
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return 0.001
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end
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return value
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end
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local function get_alien_name(evolution_factor)
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local last_match = 'fish'
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for name, alien_threshold in pairs(button_sprites) do
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if evolution_factor == alien_threshold then
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return name
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end
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-- next alien evolution_factor isn't reached
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if alien_threshold > evolution_factor then
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return last_match
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end
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-- surpassed this alien evolution_factor
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if alien_threshold < evolution_factor then
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last_match = name
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end
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end
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return last_match
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end
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local function update_gui(player)
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local button = Gui.get_top_element(player, main_button_name)
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if button and button.valid then
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local evolution_factor = get_evolution_percentage()
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local evolution_button_number = evolution_factor * 100
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local current_alien = get_alien_name(evolution_factor)
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local sprite = 'entity/' .. current_alien
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button.number = evolution_button_number
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if sprite then
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button.sprite = sprite
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end
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end
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end
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local function player_created(event)
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local player = game.get_player(event.player_index)
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if not player or not player.valid then
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return
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end
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local evolution_factor = get_evolution_percentage()
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local alien_name = get_alien_name(evolution_factor)
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Gui.add_top_element(player,
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{
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name = main_button_name,
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type = 'sprite-button',
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sprite = 'entity/' .. alien_name,
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number = evolution_factor * 100,
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tooltip = {'evolution_progress.tooltip'},
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}
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)
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end
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local function player_joined(event)
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local player = game.get_player(event.player_index)
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if not player or not player.valid then
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return
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end
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update_gui(player)
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end
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local function on_nth_tick()
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local previous_evolution_factor = memory.last_percentage
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local evolution_factor = get_evolution_percentage()
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if previous_evolution_factor == evolution_factor then
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return
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end
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memory.last_percentage = evolution_factor
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local previous_alien = get_alien_name(previous_evolution_factor)
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local current_alien = get_alien_name(evolution_factor)
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local sprite
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if current_alien ~= previous_alien then
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sprite = 'entity/' .. current_alien
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local caption = {'', 'Evolution notice: ', {'entity-name.' .. current_alien}, ' sighted!'}
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Toast.toast_all_players_template(
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10,
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function(container)
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container.add({type = 'sprite', sprite = sprite})
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local text = container.add({type = 'label', caption = caption, name = Toast.close_toast_name})
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local text_style = text.style
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text_style.single_line = false
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text_style.vertical_align = 'center'
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end
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)
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end
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local players = game.connected_players
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for i = 1, #players do
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update_gui(players[i])
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end
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end
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Gui.allow_player_to_toggle_top_element_visibility(main_button_name)
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Event.add(defines.events.on_player_created, player_created)
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Event.add(defines.events.on_player_joined_game, player_joined)
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Event.on_nth_tick(207, on_nth_tick)
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