mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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Improve Bonus Gui (#379)
* Update bonus.lua * Update bonus.lua * Update bonus.lua * Update bonus.lua * Update bonus.lua * Update bonus.lua * Update exp_legacy/module/modules/gui/bonus.lua Co-authored-by: Cooldude2606 <25043174+Cooldude2606@users.noreply.github.com> * Recalculate limit on role change --------- Co-authored-by: Cooldude2606 <25043174+Cooldude2606@users.noreply.github.com>
This commit is contained in:
@@ -18,6 +18,8 @@ return {
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]]
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]]
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pts = {
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pts = {
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base = 260,
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base = 260,
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increase_percentage_per_role_level = 0.03,
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role_name = "Member",
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},
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},
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gui_display_width = {
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gui_display_width = {
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half = 150,
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half = 150,
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@@ -9,6 +9,7 @@ local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
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local config = require("modules.exp_legacy.config.bonus") --- @dep config.bonus
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local config = require("modules.exp_legacy.config.bonus") --- @dep config.bonus
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local vlayer = require("modules.exp_legacy.modules.control.vlayer")
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local vlayer = require("modules.exp_legacy.modules.control.vlayer")
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local format_number = require("util").format_number --- @dep util
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local format_number = require("util").format_number --- @dep util
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local bonus_container
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local bonus_container
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--- @param player LuaPlayer
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--- @param player LuaPlayer
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@@ -33,8 +34,9 @@ local function bonus_gui_pts_needed(player, container)
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end
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end
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--- @param player LuaPlayer
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--- @param player LuaPlayer
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local function apply_bonus(player)
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--- @param reset boolean?
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if not Roles.player_allowed(player, "gui/bonus") then
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local function apply_bonus(player, reset)
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if reset or not Roles.player_allowed(player, "gui/bonus") then
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for k, v in pairs(config.player_bonus) do
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for k, v in pairs(config.player_bonus) do
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player[k] = 0
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player[k] = 0
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@@ -101,9 +103,17 @@ local function apply_periodic_bonus(player)
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end
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end
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end
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end
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local bonus_data_score_limit = {}
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local function get_bonus_score_limit(player)
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if not bonus_data_score_limit[player] then
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bonus_data_score_limit[player] = math.floor(config.pts.base * (1 + config.pts.increase_percentage_per_role_level * (Roles.get_role_by_name(config.pts.role_name).index - Roles.get_player_highest_role(player).index)))
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end
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return bonus_data_score_limit[player]
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end
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--- Control label for the bonus points available
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--- Control label for the bonus points available
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-- @element bonus_gui_control_pts_a
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-- @element bonus_gui_control_pts
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local bonus_gui_control_pts_a = Gui.element("bonus_gui_control_pts_a")
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local bonus_gui_control_pts = Gui.element("bonus_gui_control_pts")
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:draw{
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:draw{
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type = "label",
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type = "label",
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name = Gui.property_from_name,
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name = Gui.property_from_name,
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@@ -113,58 +123,17 @@ local bonus_gui_control_pts_a = Gui.element("bonus_gui_control_pts_a")
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width = config.gui_display_width["half"],
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width = config.gui_display_width["half"],
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}
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}
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local bonus_gui_control_pts_a_count = Gui.element("bonus_gui_control_pts_a_count")
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local bonus_gui_control_pts_count = Gui.element("bonus_gui_control_pts_count")
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:draw{
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:draw{
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type = "label",
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type = "progressbar",
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name = Gui.property_from_name,
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name = Gui.property_from_name,
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caption = config.pts.base,
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caption = "0 / 0",
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style = "heading_2_label",
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value = 0,
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}:style{
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style = "electric_satisfaction_statistics_progressbar",
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width = config.gui_display_width["half"],
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}
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--- Control label for the bonus points needed
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-- @element bonus_gui_control_pts_n
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local bonus_gui_control_pts_n = Gui.element("bonus_gui_control_pts_n")
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:draw{
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type = "label",
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name = Gui.property_from_name,
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caption = { "bonus.control-pts-n" },
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style = "heading_2_label",
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}:style{
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width = config.gui_display_width["half"],
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}
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local bonus_gui_control_pts_n_count = Gui.element("bonus_gui_control_pts_n_count")
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:draw{
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type = "label",
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name = Gui.property_from_name,
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caption = "0",
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style = "heading_2_label",
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}:style{
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width = config.gui_display_width["half"],
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}
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--- Control label for the bonus points remaining
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-- @element bonus_gui_control_pts_r
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local bonus_gui_control_pts_r = Gui.element("bonus_gui_control_pts_r")
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:draw{
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type = "label",
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name = Gui.property_from_name,
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caption = { "bonus.control-pts-r" },
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style = "heading_2_label",
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}:style{
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width = config.gui_display_width["half"],
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}
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local bonus_gui_control_pts_r_count = Gui.element("bonus_gui_control_pts_r_count")
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:draw{
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type = "label",
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name = Gui.property_from_name,
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caption = "0",
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style = "heading_2_label",
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}:style{
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}:style{
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width = config.gui_display_width["half"],
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width = config.gui_display_width["half"],
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font = "heading-2",
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color = { 1, 0, 0 },
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}
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}
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--- A button used for pts calculations
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--- A button used for pts calculations
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@@ -183,21 +152,17 @@ local bonus_gui_control_reset = Gui.element("bonus_gui_control_reset")
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for k, v in pairs(config.conversion) do
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for k, v in pairs(config.conversion) do
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local s = "bonus_display_" .. k .. "_slider"
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local s = "bonus_display_" .. k .. "_slider"
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disp[s].slider_value = config.player_bonus[v].value
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disp[s].slider_value = config.player_bonus[v].value
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disp[disp[s].tags.counter].caption = (config.player_bonus[v].is_percentage and (format_number(disp[s].slider_value * 100, false) .. " %")) or format_number(disp[s].slider_value, false)
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if config.player_bonus[v].is_percentage then
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disp[disp[s].tags.counter].caption = format_number(disp[s].slider_value * 100, false) .. " %"
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else
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disp[disp[s].tags.counter].caption = format_number(disp[s].slider_value, false)
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end
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end
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end
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local slider = disp["bonus_display_personal_battery_recharge_slider"]
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local slider = disp["bonus_display_personal_battery_recharge_slider"]
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slider.slider_value = config.player_special_bonus["personal_battery_recharge"].value
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slider.slider_value = config.player_special_bonus["personal_battery_recharge"].value
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disp[slider.tags.counter].caption = format_number(slider.slider_value, false)
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disp[slider.tags.counter].caption = format_number(slider.slider_value, false)
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local r = bonus_gui_pts_needed(player)
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local n = bonus_gui_pts_needed(player)
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element.parent[bonus_gui_control_pts_n_count.name].caption = r
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local limit = get_bonus_score_limit(player)
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element.parent[bonus_gui_control_pts_r_count.name].caption = tonumber(element.parent[bonus_gui_control_pts_a_count.name].caption) - r
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element.parent[bonus_gui_control_pts_count.name].caption = n .. " / " .. limit
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element.parent[bonus_gui_control_pts_count.name].value = n / limit
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end)
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end)
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--- A button used for pts apply
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--- A button used for pts apply
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@@ -211,11 +176,11 @@ local bonus_gui_control_apply = Gui.element("bonus_gui_control_apply")
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width = config.gui_display_width["half"],
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width = config.gui_display_width["half"],
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}:on_click(function(def, player, element)
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}:on_click(function(def, player, element)
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local n = bonus_gui_pts_needed(player)
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local n = bonus_gui_pts_needed(player)
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element.parent[bonus_gui_control_pts_n_count.name].caption = n
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local limit = get_bonus_score_limit(player)
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local r = tonumber(element.parent[bonus_gui_control_pts_a_count.name].caption) - n
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element.parent[bonus_gui_control_pts_count.name].caption = n .. " / " .. limit
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element.parent[bonus_gui_control_pts_r_count.name].caption = r
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element.parent[bonus_gui_control_pts_count.name].value = n / limit
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if r >= 0 then
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if n <= limit then
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apply_bonus(player)
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apply_bonus(player)
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end
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end
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end)
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end)
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@@ -227,15 +192,8 @@ local bonus_control_set = Gui.element("bonus_control_set")
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local bonus_set = parent.add{ type = "flow", direction = "vertical", name = name }
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local bonus_set = parent.add{ type = "flow", direction = "vertical", name = name }
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local disp = Gui.elements.scroll_table(bonus_set, config.gui_display_width["half"] * 2, 2, "disp")
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local disp = Gui.elements.scroll_table(bonus_set, config.gui_display_width["half"] * 2, 2, "disp")
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bonus_gui_control_pts_a(disp)
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bonus_gui_control_pts(disp)
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bonus_gui_control_pts_a_count(disp)
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bonus_gui_control_pts_count(disp)
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bonus_gui_control_pts_n(disp)
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bonus_gui_control_pts_n_count(disp)
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bonus_gui_control_pts_r(disp)
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bonus_gui_control_pts_r_count(disp)
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bonus_gui_control_reset(disp)
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bonus_gui_control_reset(disp)
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bonus_gui_control_apply(disp)
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bonus_gui_control_apply(disp)
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@@ -254,14 +212,6 @@ local bonus_gui_slider = Gui.element("bonus_gui_slider")
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}
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}
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label.style.width = config.gui_display_width["label"]
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label.style.width = config.gui_display_width["label"]
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local value = bonus.value
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if bonus.is_percentage then
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value = format_number(value * 100, false) .. " %"
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else
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value = format_number(value, false)
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end
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local slider = parent.add{
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local slider = parent.add{
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type = "slider",
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type = "slider",
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name = name .. "_slider",
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name = name .. "_slider",
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@@ -281,7 +231,7 @@ local bonus_gui_slider = Gui.element("bonus_gui_slider")
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local count = parent.add{
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local count = parent.add{
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type = "label",
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type = "label",
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name = name .. "_count",
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name = name .. "_count",
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caption = value,
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caption = (bonus.is_percentage and format_number(bonus.value * 100, false) .. " %") or format_number(bonus.value, false),
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style = "heading_2_label",
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style = "heading_2_label",
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}
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}
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count.style.width = config.gui_display_width["count"]
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count.style.width = config.gui_display_width["count"]
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@@ -289,17 +239,13 @@ local bonus_gui_slider = Gui.element("bonus_gui_slider")
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return slider
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return slider
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end)
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end)
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:on_value_changed(function(def, player, element)
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:on_value_changed(function(def, player, element)
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if element.tags.is_percentage then
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element.parent[element.tags.counter].caption = (element.tags.is_percentage and format_number(element.slider_value * 100, false) .. " %") or format_number(element.slider_value, false)
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element.parent[element.tags.counter].caption = format_number(element.slider_value * 100, false) .. " %"
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else
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element.parent[element.tags.counter].caption = format_number(element.slider_value, false)
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end
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local r = bonus_gui_pts_needed(player)
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local container = Gui.get_left_element(bonus_container, player)
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local container = Gui.get_left_element(bonus_container, player)
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local disp = container.frame["bonus_st_1"].disp.table
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local disp = container.frame["bonus_st_1"].disp.table
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disp[bonus_gui_control_pts_n_count.name].caption = r
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local n = bonus_gui_pts_needed(player)
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disp[bonus_gui_control_pts_r_count.name].caption = tonumber(disp[bonus_gui_control_pts_a_count.name].caption) - r
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local limit = get_bonus_score_limit(player)
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disp[bonus_gui_control_pts_count.name].caption = n .. " / " .. limit
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disp[bonus_gui_control_pts_count.name].value = n / limit
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end)
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end)
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--- A vertical flow containing all the bonus data
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--- A vertical flow containing all the bonus data
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@@ -313,8 +259,7 @@ local bonus_data_set = Gui.element("bonus_data_set")
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bonus_gui_slider(disp, "bonus_display_" .. k, { "bonus.display-" .. k }, { "bonus.display-" .. k .. "-tooltip" }, config.player_bonus[v])
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bonus_gui_slider(disp, "bonus_display_" .. k, { "bonus.display-" .. k }, { "bonus.display-" .. k .. "-tooltip" }, config.player_bonus[v])
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end
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end
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bonus_gui_slider(disp, "bonus_display_personal_battery_recharge", { "bonus.display-personal-battery-recharge" }, { "bonus.display-personal-battery-recharge-tooltip" },
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bonus_gui_slider(disp, "bonus_display_personal_battery_recharge", { "bonus.display-personal-battery-recharge" }, { "bonus.display-personal-battery-recharge-tooltip" }, config.player_special_bonus["personal_battery_recharge"])
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config.player_special_bonus["personal_battery_recharge"])
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return bonus_set
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return bonus_set
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end)
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end)
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@@ -331,9 +276,9 @@ bonus_container = Gui.element("bonus_container")
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local disp = container["bonus_st_1"].disp.table
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local disp = container["bonus_st_1"].disp.table
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local n = bonus_gui_pts_needed(player, container.parent)
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local n = bonus_gui_pts_needed(player, container.parent)
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disp[bonus_gui_control_pts_n_count.name].caption = n
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local limit = get_bonus_score_limit(player)
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local r = tonumber(disp[bonus_gui_control_pts_a_count.name].caption) - n
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disp[bonus_gui_control_pts_count.name].caption = n .. " / " .. limit
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disp[bonus_gui_control_pts_r_count.name].caption = r
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disp[bonus_gui_control_pts_count.name].value = n / limit
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return container.parent
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return container.parent
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end)
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end)
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@@ -364,33 +309,30 @@ Event.add(defines.events.on_player_created, function(event)
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end
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end
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end)
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end)
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Event.add(Roles.events.on_role_assigned, function(event)
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local function recalculate_bonus(event)
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apply_bonus(game.players[event.player_index])
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end)
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Event.add(Roles.events.on_role_unassigned, function(event)
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apply_bonus(game.players[event.player_index])
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end)
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--- When a player respawns re-apply bonus
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Event.add(defines.events.on_player_respawned, function(event)
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local player = game.players[event.player_index]
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local player = game.players[event.player_index]
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if event.name == Roles.events.on_role_assigned or event.name == Roles.events.on_role_unassigned then
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-- If the player's roles changed then we need to recalculate their limit
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bonus_data_score_limit[player] = nil
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end
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local container = Gui.get_left_element(bonus_container, player)
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local container = Gui.get_left_element(bonus_container, player)
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local disp = container.frame["bonus_st_1"].disp.table
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local disp = container.frame["bonus_st_1"].disp.table
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local n = bonus_gui_pts_needed(player)
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local n = bonus_gui_pts_needed(player)
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disp[bonus_gui_control_pts_n_count.name].caption = n
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local limit = get_bonus_score_limit(player)
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local r = tonumber(disp[bonus_gui_control_pts_a_count.name].caption) - n
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disp[bonus_gui_control_pts_count.name].caption = n .. " / " .. limit
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disp[bonus_gui_control_pts_r_count.name].caption = r
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disp[bonus_gui_control_pts_count.name].value = n / limit
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if r >= 0 then
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apply_bonus(player, n > limit)
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apply_bonus(player)
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end
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end
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end)
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Event.add(Roles.events.on_role_assigned, recalculate_bonus)
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Event.add(Roles.events.on_role_unassigned, recalculate_bonus)
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Event.add(defines.events.on_player_respawned, recalculate_bonus)
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--- When a player dies allow them to have instant respawn
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--- When a player dies allow them to have instant respawn
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Event.add(defines.events.on_player_died, function(event)
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Event.add(defines.events.on_player_died, function(event)
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local player = game.players[event.player_index]
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local player = game.players[event.player_index]
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if Roles.player_has_flag(player, "instant-respawn") then
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if Roles.player_has_flag(player, "instant-respawn") then
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player.ticks_to_respawn = 120
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player.ticks_to_respawn = 120
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end
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end
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