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Copy pathcontrol.lua
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229 lines (208 loc) · 12.8 KB
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-- Setup tables and stuff for new/existing saves ----
script.on_init(
function(event)
if (global.AllPlayers == nil) then
global.AllPlayers = {}
end
for PlayerID, PlayerLuaData in pairs(game.players) do
if (global.AllPlayers[PlayerID] == nil) then
global.AllPlayers[PlayerID] = {}
global.AllPlayers[PlayerID].ChosenEmotes = {"emote2sprite", "emote4sprite", "emote5sprite", "emote8sprite", "emote11sprite", "emote12sprite", "emote16sprite", "emote19sprite", "emote20sprite"}
global.AllPlayers[PlayerID].WheelSize = 45
global.AllPlayers[PlayerID].EmoteDuration = 180
global.AllPlayers[PlayerID].TextColor = {color="Player Color", index=1}
end
end
end)
script.on_configuration_changed(
function(event)
if (global.AllPlayers == nil) then
global.AllPlayers = {}
end
for PlayerID, PlayerLuaData in pairs(game.players) do
if (global.AllPlayers[PlayerID] == nil) then
global.AllPlayers[PlayerID] = {}
global.AllPlayers[PlayerID].ChosenEmotes = {"emote2sprite", "emote4sprite", "emote5sprite", "emote8sprite", "emote11sprite", "emote12sprite", "emote16sprite", "emote19sprite", "emote20sprite"}
global.AllPlayers[PlayerID].WheelSize = 45
global.AllPlayers[PlayerID].EmoteDuration = 180
global.AllPlayers[PlayerID].TextColor = {color="Player Color", index=1}
end
end
end)
script.on_event(defines.events.on_player_created,
function(event)
if (global.AllPlayers[event.player_index] == nil) then
global.AllPlayers[event.player_index] = {}
global.AllPlayers[event.player_index].ChosenEmotes = {"emote2sprite", "emote4sprite", "emote5sprite", "emote8sprite", "emote11sprite", "emote12sprite", "emote16sprite", "emote19sprite", "emote20sprite"}
global.AllPlayers[event.player_index].WheelSize = 45
global.AllPlayers[event.player_index].EmoteDuration = 180
global.AllPlayers[event.player_index].TextColor = {color="Player Color", index=1}
end
end)
script.on_event("Emote",
function(event) -- has .player_index, .input_name, and .cursor_position
local player = game.players[event.player_index]
if (player.opened_gui_type == defines.gui_type.none and not (player.gui.center["layout"] or player.gui.center["ChooseYourCharacter"])) then
player.gui.center.add{type="table", name="layout", column_count=3}
player.gui.center.layout.add{type="table", name="words", column_count=1}
player.gui.center.layout.words.add{type="label", name="LMB", caption = {"EmoteControls.LeftClick"}}
player.gui.center.layout.words.add{type="label", name="RMB", caption = {"EmoteControls.RightClick"}}
player.gui.center.layout.words.add{type="label", caption = {"EmoteControls.Size"}}
player.gui.center.layout.words.add{type="button", name="SizeUp", caption="Larger"}
player.gui.center.layout.words.add{type="button", name="SizeDown", caption="Smaller"}
player.gui.center.layout.words.add{type="label", caption = {"EmoteControls.Duration"}, tooltip="99999 max"}
player.gui.center.layout.words.add{type="textfield", name="EmoteDuration", numeric=true, allow_decimal=true, clear_and_focus_on_right_click=true, lose_focus_on_confirm=true, text=global.AllPlayers[event.player_index].EmoteDuration/60}
player.gui.center.layout.add{type="table", name="buttons", column_count=3}
for index, emote in pairs(global.AllPlayers[event.player_index].ChosenEmotes) do
player.gui.center.layout.buttons.add{type="sprite-button", sprite=emote, name="b"..index, tags={spot = index}, tooltip = {"EmoteNames."..emote}}
player.gui.center.layout.buttons["b"..index].style.size = global.AllPlayers[event.player_index].WheelSize
end
player.gui.center.layout.add{type="table", name="SBSettings", column_count=1}
player.gui.center.layout.SBSettings.add{type="label", name="RMB", caption = "Speech Bubble Text Color"}
player.gui.center.layout.SBSettings.add{type="drop-down", name="ColorOptions", items={"Player Color", "Default", "Red", "Orange", "Yellow", "Green", "Blue", "Purple", "Pink", "White", "Gray", "Black", "Brown", "Cyan", "Acid"}, selected_index=global.AllPlayers[event.player_index].TextColor.index}
elseif (player.gui.center["layout"]) then
player.gui.center.layout.destroy()
end
end)
script.on_event(defines.events.on_gui_click,
--[[
element :: LuaGuiElement: The clicked element.
player_index :: uint: The player who did the clicking.
button :: defines.mouse_button_type: The mouse button used if any.
alt :: boolean: If alt was pressed.
control :: boolean: If control was pressed.
shift :: boolean: If shift was pressed.
]]
function(event)
local player = game.players[event.player_index]
if (player.character and event.element.parent.name == "buttons" and event.element.parent.parent.name == "layout") then
if (event.button == defines.mouse_button_type.left) then
if (global.AllPlayers[event.player_index].emote and rendering.is_valid(global.AllPlayers[event.player_index].emote)) then
rendering.destroy(global.AllPlayers[event.player_index].emote)
end
global.AllPlayers[event.player_index].emote = rendering.draw_animation{
animation = string.gsub(event.element.sprite, "sprite", ""),
target = player.character,
target_offset = {0, -3},
surface = player.surface,
animation_offset = 1,
time_to_live = global.AllPlayers[event.player_index].EmoteDuration}
global.AllPlayers[event.player_index].EmoteStartTick = game.tick
player.gui.center.layout.destroy()
elseif (event.button == defines.mouse_button_type.right) then
global.AllPlayers[event.player_index].changing = event.element.tags.spot
player.gui.center.layout.destroy()
player.gui.center.add{type="table", name="ChooseYourCharacter", column_count=5}
for i = 2, game.recipe_prototypes["ESB_EmoteCount"].energy do
player.gui.center.ChooseYourCharacter.add{type="sprite-button", name="c"..i, sprite="emote"..i.."sprite", tooltip = {"EmoteNames.".."emote"..i.."sprite"}}
player.gui.center.ChooseYourCharacter["c"..i].style.size = global.AllPlayers[event.player_index].WheelSize
end
end
elseif (player.character and event.element.parent.name == "ChooseYourCharacter" and event.button == defines.mouse_button_type.left) then
-- for index, emote in pairs(global.AllPlayers[event.player_index].ChosenEmotes) do
-- if (emote == global.AllPlayers[event.player_index].changing) then
-- global.AllPlayers[event.player_index].ChosenEmotes[index] = event.element.sprite
-- end
-- end
global.AllPlayers[event.player_index].ChosenEmotes[global.AllPlayers[event.player_index].changing] = event.element.sprite
player.gui.center.ChooseYourCharacter.destroy()
player.gui.center.add{type="table", name="layout", column_count=3}
player.gui.center.layout.add{type="table", name="words", column_count=1}
player.gui.center.layout.words.add{type="label", name="LMB", caption = {"EmoteControls.LeftClick"}}
player.gui.center.layout.words.add{type="label", name="RMB", caption = {"EmoteControls.RightClick"}}
player.gui.center.layout.words.add{type="label", caption = {"EmoteControls.Size"}}
player.gui.center.layout.words.add{type="button", name="SizeUp", caption="Larger"}
player.gui.center.layout.words.add{type="button", name="SizeDown", caption="Smaller"}
player.gui.center.layout.words.add{type="label", caption = {"EmoteControls.Duration"}, tooltip="99999 max"}
player.gui.center.layout.words.add{type="textfield", name="EmoteDuration", numeric=true, allow_decimal=true, clear_and_focus_on_right_click=true, lose_focus_on_confirm=true, text=global.AllPlayers[event.player_index].EmoteDuration/60}
player.gui.center.layout.add{type="table", name="buttons", column_count=3}
for index, emote in pairs(global.AllPlayers[event.player_index].ChosenEmotes) do
player.gui.center.layout.buttons.add{type="sprite-button", sprite=emote, name="b"..index, tags={spot = index}, tooltip = {"EmoteNames."..emote}}
player.gui.center.layout.buttons["b"..index].style.size = global.AllPlayers[event.player_index].WheelSize
end
player.gui.center.layout.add{type="table", name="SBSettings", column_count=1}
player.gui.center.layout.SBSettings.add{type="label", name="RMB", caption = "Speech Bubble Text Color"}
player.gui.center.layout.SBSettings.add{type="drop-down", name="ColorOptions", items={"Player Color", "Default", "Red", "Orange", "Yellow", "Green", "Blue", "Purple", "Pink", "White", "Gray", "Black", "Brown", "Cyan", "Acid"}, selected_index=global.AllPlayers[event.player_index].TextColor.index}
elseif (event.element.name == "SizeUp" and event.element.parent.name == "words") then
global.AllPlayers[event.player_index].WheelSize = global.AllPlayers[event.player_index].WheelSize+10
for index, emote in pairs(global.AllPlayers[event.player_index].ChosenEmotes) do
player.gui.center.layout.buttons["b"..index].style.size = global.AllPlayers[event.player_index].WheelSize
end
elseif (event.element.name == "SizeDown" and event.element.parent.name == "words" and global.AllPlayers[event.player_index].WheelSize > 10) then
global.AllPlayers[event.player_index].WheelSize = global.AllPlayers[event.player_index].WheelSize-10
for index, emote in pairs(global.AllPlayers[event.player_index].ChosenEmotes) do
player.gui.center.layout.buttons["b"..index].style.size = global.AllPlayers[event.player_index].WheelSize
end
end
end)
script.on_event(defines.events.on_gui_selection_state_changed,
-- element :: LuaGuiElement: The element whose value changed.
-- player_index :: uint: The player who did the change.
function(event)
local player = game.players[event.player_index]
if (event.element.name == "ColorOptions" and event.element.parent.name == "SBSettings") then
global.AllPlayers[event.player_index].TextColor = {color=event.element.get_item(event.element.selected_index), index=event.element.selected_index}
end
end)
-- script.on_event(defines.events.on_gui_text_changed,
-- -- element :: LuaGuiElement: The edited element.
-- -- player_index :: uint: The player who did the edit.
-- -- text :: string: The new text in the element.
-- -- name :: defines.events: Identifier of the event
-- -- tick :: uint: Tick the event was generated.
-- function(event)
-- if (event.element.name == "EmoteDuration" and event.element.parent.name == "words") then
-- global.AllPlayers[event.player_index].EmoteDuration = event.text*60
-- end
-- end)
script.on_event(defines.events.on_gui_confirmed,
function(event)
if (event.element.name == "EmoteDuration" and event.element.parent.name == "words" and event.element.text ~= "" and event.element.text ~= "0" and tonumber(event.element.text) <= 99999) then
global.AllPlayers[event.player_index].EmoteDuration = event.element.text*60
if (global.AllPlayers[event.player_index].emote and rendering.is_valid(global.AllPlayers[event.player_index].emote)) then
rendering.destroy(global.AllPlayers[event.player_index].emote)
end
global.AllPlayers[event.player_index].emote = nil
end
end)
script.on_event(defines.events.on_tick,
function(event)
for the, properties in pairs(global.AllPlayers) do
if (properties.emote and rendering.is_valid(properties.emote) and game.tick < properties.EmoteStartTick+10) then
rendering.set_target(properties.emote, game.players[the].character, {0, -0.3-(game.tick-properties.EmoteStartTick)/3})
rendering.set_x_scale(properties.emote, (game.tick+1-properties.EmoteStartTick)/10)
rendering.set_y_scale(properties.emote, (game.tick+1-properties.EmoteStartTick)/10)
elseif (properties.emote and rendering.is_valid(properties.emote) and game.tick > properties.EmoteStartTick+(properties.EmoteDuration-10)) then
rendering.set_target(properties.emote, game.players[the].character, {0, -3.6333+((game.tick-(properties.EmoteStartTick+(properties.EmoteDuration-10)))/3)})
rendering.set_x_scale(properties.emote, 1-(game.tick-(properties.EmoteStartTick+(properties.EmoteDuration-10)))/10)
rendering.set_y_scale(properties.emote, 1-(game.tick-(properties.EmoteStartTick+(properties.EmoteDuration-10)))/10)
end
end
end)
script.on_event(defines.events.on_console_chat,
-- player_index :: uint (optional): The player if any.
-- message :: string: The chat message.
function(event)
if (event.player_index) then
local player = game.players[event.player_index]
if (player.character) then
if (global.AllPlayers[event.player_index].bubble and global.AllPlayers[event.player_index].bubble.valid) then
global.AllPlayers[event.player_index].bubble.destroy()
end
local ColorBracket = ""
if (global.AllPlayers[event.player_index].TextColor.color == "Player Color") then
ColorBracket = "[color="..player.color.r..","..player.color.g..","..player.color.b.."]"
else
ColorBracket = "[color="..string.lower(global.AllPlayers[event.player_index].TextColor.color).."]"
end
global.AllPlayers[event.player_index].bubble = player.surface.create_entity
{
name = "speech-bubble-no-fade",
position = player.character.position,
source = player.character,
text = ColorBracket..event.message.."[/color]",
lifetime = 240
}
end
end
end)