Files
factorio-scenario-ExpCluster/exp_legacy/module/modules/gui/bonus.lua
2024-11-19 22:16:34 +00:00

392 lines
13 KiB
Lua

--[[-- Gui Module - Bonus
@gui Bonus
@alias bonus_container
]]
local Gui = require("modules.exp_legacy.expcore.gui") --- @dep expcore.gui
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local config = require("modules.exp_legacy.config.bonus") --- @dep config.bonus
local vlayer = require("modules.exp_legacy.modules.control.vlayer")
local format_number = require("util").format_number --- @dep util
local bonus_container
local function bonus_gui_pts_needed(player)
local frame = Gui.get_left_element(player, bonus_container)
local disp = frame.container['bonus_st_2'].disp.table
local total = 0
for k, v in pairs(config.conversion) do
total = total + (disp['bonus_display_' .. k .. '_slider'].slider_value / config.player_bonus[v].cost_scale * config.player_bonus[v].cost)
end
total = total + (disp['bonus_display_personal_battery_recharge_slider'].slider_value / config.player_special_bonus['personal_battery_recharge'].cost_scale * config.player_special_bonus['personal_battery_recharge'].cost)
return total
end
local function apply_bonus(player)
if not Roles.player_allowed(player, 'gui/bonus') then
for k, v in pairs(config.player_bonus) do
player[k] = 0
if v.combined_bonus then
for i=1, #v.combined_bonus do
player[v.combined_bonus[i]] = 0
end
end
end
return
end
if not player.character then
return
end
local frame = Gui.get_left_element(player, bonus_container)
local disp = frame.container['bonus_st_2'].disp.table
for k, v in pairs(config.conversion) do
player[v] = disp['bonus_display_' .. k .. '_slider'].slider_value
if config.player_bonus[v].combined_bonus then
for i=1, #config.player_bonus[v].combined_bonus do
player[config.player_bonus[v].combined_bonus[i]] = disp['bonus_display_' .. k .. '_slider'].slider_value
end
end
end
end
local function apply_periodic_bonus(player)
if not Roles.player_allowed(player, 'gui/bonus') then
return
end
if not player.character then
return
end
local frame = Gui.get_left_element(player, bonus_container)
local disp = frame.container['bonus_st_2'].disp.table
if vlayer.get_statistics()['energy_sustained'] > 0 then
local armor = player.get_inventory(defines.inventory.character_armor)[1].grid
if armor then
local slider = disp['bonus_display_personal_battery_recharge_slider'].slider_value * 100000 * config.player_special_bonus_rate / 6
for i=1, #armor.equipment do
if armor.equipment[i].energy < armor.equipment[i].max_energy then
local energy_required = math.min(math.floor(armor.equipment[i].max_energy - armor.equipment[i].energy), vlayer.get_statistics()['energy_storage'], slider)
armor.equipment[i].energy = armor.equipment[i].energy + energy_required
vlayer.energy_changed(- energy_required)
slider = slider - energy_required
end
end
end
end
end
--- Control label for the bonus points available
-- @element bonus_gui_control_pts_a
local bonus_gui_control_pts_a =
Gui.element{
type = 'label',
name = 'bonus_control_pts_a',
caption = {'bonus.control-pts-a'},
style = 'heading_2_label'
}:style{
width = config.gui_display_width['half']
}
local bonus_gui_control_pts_a_count =
Gui.element{
type = 'label',
name = 'bonus_control_pts_a_count',
caption = config.pts.base,
style = 'heading_2_label'
}:style{
width = config.gui_display_width['half']
}
--- Control label for the bonus points needed
-- @element bonus_gui_control_pts_n
local bonus_gui_control_pts_n =
Gui.element{
type = 'label',
name = 'bonus_control_pts_n',
caption = {'bonus.control-pts-n'},
style = 'heading_2_label'
}:style{
width = config.gui_display_width['half']
}
local bonus_gui_control_pts_n_count =
Gui.element{
type = 'label',
name = 'bonus_control_pts_n_count',
caption = '0',
style = 'heading_2_label'
}:style{
width =config.gui_display_width['half']
}
--- Control label for the bonus points remaining
-- @element bonus_gui_control_pts_r
local bonus_gui_control_pts_r =
Gui.element{
type = 'label',
name = 'bonus_control_pts_r',
caption = {'bonus.control-pts-r'},
style = 'heading_2_label'
}:style{
width = config.gui_display_width['half']
}
local bonus_gui_control_pts_r_count =
Gui.element{
type = 'label',
name = 'bonus_control_pts_r_count',
caption = '0',
style = 'heading_2_label'
}:style{
width = config.gui_display_width['half']
}
--- A button used for pts calculations
-- @element bonus_gui_control_refresh
local bonus_gui_control_reset =
Gui.element{
type = 'button',
name = Gui.unique_static_name,
caption = {'bonus.control-reset'}
}:style{
width = config.gui_display_width['half']
}:on_click(function(player, element, _)
local frame = Gui.get_left_element(player, bonus_container)
local disp = frame.container['bonus_st_2'].disp.table
for k, v in pairs(config.conversion) do
local s = 'bonus_display_' .. k .. '_slider'
disp[s].slider_value = config.player_bonus[v].value
if config.player_bonus[v].is_percentage then
disp[disp[s].tags.counter].caption = format_number(disp[s].slider_value * 100) .. ' %'
else
disp[disp[s].tags.counter].caption = format_number(disp[s].slider_value)
end
end
local slider = disp['bonus_display_personal_battery_recharge_slider']
slider.slider_value = config.player_special_bonus['personal_battery_recharge'].value
disp[slider.tags.counter].caption = format_number(slider.slider_value)
local r = bonus_gui_pts_needed(player)
element.parent[bonus_gui_control_pts_n_count.name].caption = r
element.parent[bonus_gui_control_pts_r_count.name].caption = tonumber(element.parent[bonus_gui_control_pts_a_count.name].caption) - r
end)
--- A button used for pts apply
-- @element bonus_gui_control_apply
local bonus_gui_control_apply =
Gui.element{
type = 'button',
name = Gui.unique_static_name,
caption = {'bonus.control-apply'}
}:style{
width = config.gui_display_width['half']
}:on_click(function(player, element, _)
local n = bonus_gui_pts_needed(player)
element.parent[bonus_gui_control_pts_n_count.name].caption = n
local r = tonumber(element.parent[bonus_gui_control_pts_a_count.name].caption) - n
element.parent[bonus_gui_control_pts_r_count.name].caption = r
if r >= 0 then
apply_bonus(player)
end
end)
--- A vertical flow containing all the bonus control
-- @element bonus_control_set
local bonus_control_set =
Gui.element(function(_, parent, name)
local bonus_set = parent.add{type='flow', direction='vertical', name=name}
local disp = Gui.scroll_table(bonus_set, config.gui_display_width['half'] * 2, 2, 'disp')
bonus_gui_control_pts_a(disp)
bonus_gui_control_pts_a_count(disp)
bonus_gui_control_pts_n(disp)
bonus_gui_control_pts_n_count(disp)
bonus_gui_control_pts_r(disp)
bonus_gui_control_pts_r_count(disp)
bonus_gui_control_reset(disp)
bonus_gui_control_apply(disp)
return bonus_set
end)
--- Display group
-- @element bonus_gui_slider
local bonus_gui_slider =
Gui.element(function(_definition, parent, name, caption, tooltip, bonus)
local label = parent.add{
type = 'label',
caption = caption,
tooltip = tooltip,
style = 'heading_2_label'
}
label.style.width = config.gui_display_width['label']
local value = bonus.value
if bonus.is_percentage then
value = format_number(value * 100) .. ' %'
else
value = format_number(value)
end
local slider = parent.add{
type = 'slider',
name = name .. '_slider',
value = bonus.value,
maximum_value = bonus.max,
value_step = bonus.scale,
discrete_values = true,
style = 'notched_slider',
tags = {
counter = name .. '_count',
is_percentage = bonus.is_percentage
}
}
slider.style.width = config.gui_display_width['slider']
slider.style.horizontally_stretchable = true
local count = parent.add{
type = 'label',
name = name .. '_count',
caption = value,
style = 'heading_2_label',
}
count.style.width = config.gui_display_width['count']
return slider
end)
:on_value_changed(function(player, element, _event)
if element.tags.is_percentage then
element.parent[element.tags.counter].caption = format_number(element.slider_value * 100) .. ' %'
else
element.parent[element.tags.counter].caption = format_number(element.slider_value)
end
local r = bonus_gui_pts_needed(player)
local frame = Gui.get_left_element(player, bonus_container)
local disp = frame.container['bonus_st_1'].disp.table
disp[bonus_gui_control_pts_n_count.name].caption = r
disp[bonus_gui_control_pts_r_count.name].caption = tonumber(disp[bonus_gui_control_pts_a_count.name].caption) - r
end)
--- A vertical flow containing all the bonus data
-- @element bonus_data_set
local bonus_data_set =
Gui.element(function(_, parent, name)
local bonus_set = parent.add{type='flow', direction='vertical', name=name}
local disp = Gui.scroll_table(bonus_set, config.gui_display_width['half'] * 2, 3, 'disp')
for k, v in pairs(config.conversion) do
bonus_gui_slider(disp, 'bonus_display_' .. k, {'bonus.display-' .. k}, {'bonus.display-' .. k .. '-tooltip'}, config.player_bonus[v])
end
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'])
return bonus_set
end)
--- The main container for the bonus gui
-- @element bonus_container
bonus_container =
Gui.element(function(definition, parent)
local player = Gui.get_player_from_element(parent)
local container = Gui.container(parent, definition.name, config.gui_display_width['half'] * 2)
bonus_control_set(container, 'bonus_st_1')
bonus_data_set(container, 'bonus_st_2')
local frame = Gui.get_left_element(player, bonus_container)
local disp = frame.container['bonus_st_1'].disp.table
local n = bonus_gui_pts_needed(player)
disp[bonus_gui_control_pts_n_count.name].caption = n
local r = tonumber(disp[bonus_gui_control_pts_a_count.name].caption) - n
disp[bonus_gui_control_pts_r_count.name].caption = r
apply_bonus(player)
return container.parent
end)
:static_name(Gui.unique_static_name)
:add_to_left_flow()
--- Button on the top flow used to toggle the bonus container
-- @element toggle_left_element
Gui.left_toolbar_button('item/exoskeleton-equipment', {'bonus.main-tooltip'}, bonus_container, function(player)
return Roles.player_allowed(player, 'gui/bonus')
end)
Event.add(defines.events.on_player_created, function(event)
if event.player_index ~= 1 then
return
end
for k, v in pairs(config.force_bonus) do
game.players[event.player_index].force[k] = v.value
end
for k, v in pairs(config.surface_bonus) do
game.players[event.player_index].surface[k] = v.value
end
end)
Event.add(Roles.events.on_role_assigned, function(event)
apply_bonus(game.players[event.player_index])
end)
Event.add(Roles.events.on_role_unassigned, function(event)
apply_bonus(game.players[event.player_index])
end)
--- When a player respawns re-apply bonus
Event.add(defines.events.on_player_respawned, function(event)
local player = game.players[event.player_index]
local frame = Gui.get_left_element(player, bonus_container)
local disp = frame.container['bonus_st_1'].disp.table
local n = bonus_gui_pts_needed(player)
disp[bonus_gui_control_pts_n_count.name].caption = n
local r = tonumber(disp[bonus_gui_control_pts_a_count.name].caption) - n
disp[bonus_gui_control_pts_r_count.name].caption = r
if r >= 0 then
apply_bonus(player)
end
end)
--- When a player dies allow them to have instant respawn
Event.add(defines.events.on_player_died, function(event)
local player = game.players[event.player_index]
if Roles.player_has_flag(player, 'instant-respawn') then
player.ticks_to_respawn = 120
end
end)
Event.on_nth_tick(config.player_special_bonus_rate, function(_)
for _, player in pairs(game.connected_players) do
apply_periodic_bonus(player)
end
end)