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https://github.com/PHIDIAS0303/ExpCluster.git
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348 lines
13 KiB
Lua
348 lines
13 KiB
Lua
--[[-- Gui Module - Bonus
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@gui Bonus
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@alias bonus_container
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]]
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local Gui = require("modules/exp_gui")
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local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
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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 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 bonus_container
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--- @param player LuaPlayer
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--- @param container LuaGuiElement?
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--- @return number
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local function bonus_gui_pts_needed(player, container)
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container = container or Gui.get_left_element(bonus_container, player)
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local disp = container.frame["bonus_st_2"].disp.table
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local total = 0
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for k, v in pairs(config.conversion) do
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total = total + (disp["bonus_display_" .. k .. "_slider"].slider_value / config.player_bonus[v].cost_scale * config.player_bonus[v].cost)
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end
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total = total + (
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disp["bonus_display_personal_battery_recharge_slider"].slider_value
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/ config.player_special_bonus["personal_battery_recharge"].cost_scale
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* config.player_special_bonus["personal_battery_recharge"].cost
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)
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return total
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end
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--- @param player LuaPlayer
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--- @param reset boolean?
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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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player[k] = 0
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if v.combined_bonus then
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for i = 1, #v.combined_bonus do
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player[v.combined_bonus[i]] = 0
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end
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end
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end
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return
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end
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if not player.character then
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return
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end
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local container = Gui.get_left_element(bonus_container, player)
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local disp = container.frame["bonus_st_2"].disp.table
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for k, v in pairs(config.conversion) do
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player[v] = disp["bonus_display_" .. k .. "_slider"].slider_value
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if config.player_bonus[v].combined_bonus then
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for i = 1, #config.player_bonus[v].combined_bonus do
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player[config.player_bonus[v].combined_bonus[i]] = disp["bonus_display_" .. k .. "_slider"].slider_value
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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 function apply_periodic_bonus(player)
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if not Roles.player_allowed(player, "gui/bonus") then
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return
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end
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if not player.character then
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return
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end
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local container = Gui.get_left_element(bonus_container, player)
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local disp = container.frame["bonus_st_2"].disp.table
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if vlayer.get_statistics()["energy_sustained"] > 0 then
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local armor = player.get_inventory(defines.inventory.character_armor)
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if armor and armor[1] and armor[1].valid_for_read and armor[1].grid then
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local armor_grid = armor[1].grid
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if armor_grid and armor_grid.available_in_batteries and armor_grid.battery_capacity and armor_grid.available_in_batteries < armor_grid.battery_capacity then
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local slider = disp["bonus_display_personal_battery_recharge_slider"].slider_value * 100000 * config.player_special_bonus_rate / 6
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for i = 1, #armor_grid.equipment do
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if armor_grid.equipment[i].energy < armor_grid.equipment[i].max_energy then
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local energy_required = math.min(math.floor(armor_grid.equipment[i].max_energy - armor_grid.equipment[i].energy), vlayer.get_statistics()["energy_storage"], slider)
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armor_grid.equipment[i].energy = armor_grid.equipment[i].energy + energy_required
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vlayer.energy_changed(-energy_required)
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slider = slider - energy_required
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end
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end
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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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-- @element bonus_gui_control_pts
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local bonus_gui_control_pts = Gui.element("bonus_gui_control_pts")
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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-a" },
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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_count = Gui.element("bonus_gui_control_pts_count")
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:draw{
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type = "progressbar",
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name = Gui.property_from_name,
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caption = "0 / 0",
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value = 0,
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style = "electric_satisfaction_statistics_progressbar",
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}:style{
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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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--- A button used for pts calculations
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-- @element bonus_gui_control_refresh
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local bonus_gui_control_reset = Gui.element("bonus_gui_control_reset")
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:draw{
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type = "button",
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name = Gui.property_from_name,
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caption = { "bonus.control-reset" },
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}:style{
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width = config.gui_display_width["half"],
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}:on_click(function(def, player, element)
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local container = Gui.get_left_element(bonus_container, player)
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local disp = container.frame["bonus_st_2"].disp.table
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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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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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end
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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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disp[slider.tags.counter].caption = format_number(slider.slider_value, false)
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local n = bonus_gui_pts_needed(player)
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local limit = get_bonus_score_limit(player)
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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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--- A button used for pts apply
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-- @element bonus_gui_control_apply
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local bonus_gui_control_apply = Gui.element("bonus_gui_control_apply")
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:draw{
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type = "button",
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name = Gui.property_from_name,
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caption = { "bonus.control-apply" },
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}:style{
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width = config.gui_display_width["half"],
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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 limit = get_bonus_score_limit(player)
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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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if n <= limit then
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apply_bonus(player)
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end
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end)
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--- A vertical flow containing all the bonus control
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-- @element bonus_control_set
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local bonus_control_set = Gui.element("bonus_control_set")
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:draw(function(_, parent, 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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bonus_gui_control_pts(disp)
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bonus_gui_control_pts_count(disp)
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bonus_gui_control_reset(disp)
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bonus_gui_control_apply(disp)
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return bonus_set
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end)
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--- Display group
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-- @element bonus_gui_slider
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local bonus_gui_slider = Gui.element("bonus_gui_slider")
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:draw(function(def, parent, name, caption, tooltip, bonus)
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local label = parent.add{
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type = "label",
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caption = caption,
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tooltip = tooltip,
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style = "heading_2_label",
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}
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label.style.width = config.gui_display_width["label"]
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local slider = parent.add{
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type = "slider",
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name = name .. "_slider",
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value = bonus.value,
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maximum_value = bonus.max,
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value_step = bonus.scale,
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discrete_values = true,
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style = "notched_slider",
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tags = {
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counter = name .. "_count",
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is_percentage = bonus.is_percentage,
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},
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}
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slider.style.width = config.gui_display_width["slider"]
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slider.style.horizontally_stretchable = true
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local count = parent.add{
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type = "label",
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name = name .. "_count",
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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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}
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count.style.width = config.gui_display_width["count"]
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return slider
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end)
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:on_value_changed(function(def, player, element)
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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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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 n = bonus_gui_pts_needed(player)
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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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--- A vertical flow containing all the bonus data
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-- @element bonus_data_set
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local bonus_data_set = Gui.element("bonus_data_set")
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:draw(function(_, parent, 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, 3, "disp")
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for k, v in pairs(config.conversion) do
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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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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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return bonus_set
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end)
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--- The main container for the bonus gui
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-- @element bonus_container
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bonus_container = Gui.element("bonus_container")
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:draw(function(def, parent)
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local player = Gui.get_player(parent)
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local container = Gui.elements.container(parent, config.gui_display_width["half"] * 2)
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bonus_control_set(container, "bonus_st_1")
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bonus_data_set(container, "bonus_st_2")
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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 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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return container.parent
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end)
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--- Add the element to the left flow with a toolbar button
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Gui.add_left_element(bonus_container, false)
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Gui.toolbar.create_button{
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name = "bonus_toggle",
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left_element = bonus_container,
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sprite = "item/exoskeleton-equipment",
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tooltip = { "bonus.main-tooltip" },
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visible = function(player, element)
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return Roles.player_allowed(player, "gui/bonus")
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end
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}
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Event.add(defines.events.on_player_created, function(event)
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if event.player_index ~= 1 then
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return
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end
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for k, v in pairs(config.force_bonus) do
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game.players[event.player_index].force[k] = v.value
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end
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for k, v in pairs(config.surface_bonus) do
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game.players[event.player_index].surface[k] = v.value
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end
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end)
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local function recalculate_bonus(event)
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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 disp = container.frame["bonus_st_1"].disp.table
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local n = bonus_gui_pts_needed(player)
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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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apply_bonus(player, n > limit)
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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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Event.add(defines.events.on_player_died, function(event)
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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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player.ticks_to_respawn = 120
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end
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end)
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Event.on_nth_tick(config.player_special_bonus_rate, function(_)
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for _, player in pairs(game.connected_players) do
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if player.character then
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apply_periodic_bonus(player)
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end
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end
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end)
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