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local Memory = require ' maps.pirates.memory '
local Roles = require ' maps.pirates.roles.roles '
local Balance = require ' maps.pirates.balance '
local Common = require ' maps.pirates.common '
local Utils = require ' maps.pirates.utils_local '
local Math = require ' maps.pirates.math '
local Loot = require ' maps.pirates.loot '
local inspect = require ' utils.inspect ' . inspect
local Upgrades = require ' maps.pirates.boat_upgrades '
local Hold = require ' maps.pirates.surfaces.hold '
local Crew = require ' maps.pirates.crew '
local Boats = require ' maps.pirates.structures.boats.boats '
local Dock = require ' maps.pirates.surfaces.dock '
local Public = { }
--== Warning: If something only costs fuel, then we need to check the player can't buy it whilst they're dead
Public.main_shop_data_1 = {
repair_cannons = {
tooltip = ' Repair the cannons. ' ,
what_you_get_sprite_buttons = { [ ' item/artillery-turret ' ] = false } ,
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base_cost = { coins = 1000 } ,
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} ,
new_boat_cutter = {
tooltip = ' Purchase a cutter. ' ,
what_you_get_sprite_buttons = { [ ' utility/spawn_flag ' ] = false } ,
base_cost = { fuel = 3000 } ,
} ,
new_boat_sloop_with_hold = {
tooltip = ' Purchase a sloop (with hold). ' ,
what_you_get_sprite_buttons = { [ ' utility/spawn_flag ' ] = false } ,
base_cost = { fuel = 3500 } ,
} ,
new_boat_cutter_with_hold = {
tooltip = ' Purchase a cutter (with hold). ' ,
what_you_get_sprite_buttons = { [ ' utility/spawn_flag ' ] = false } ,
base_cost = { fuel = 5000 } ,
} ,
-- buy_iron = {
-- tooltip = 'Purchase 250 iron plates for 300 stored fuel.',
-- what_you_get_sprite_buttons = {['item/iron-plate'] = 250},
-- base_cost = {fuel = 300},
-- },
-- buy_copper = {
-- tooltip = 'Purchase 250 copper plates for 300 stored fuel.',
-- what_you_get_sprite_buttons = {['item/copper-plate'] = 250},
-- base_cost = {fuel = 300},
-- },
-- sell_iron = {
-- tooltip = 'Purchase 200 stored fuel for 2000 iron plates.',
-- what_you_get_sprite_buttons = {['item/sulfur'] = 200},
-- base_cost = {iron_plates = 2000},
-- },
-- sell_copper = {
-- tooltip = 'Purchase 100 stored fuel for 2500 copper plates',
-- what_you_get_sprite_buttons = {['item/sulfur'] = 100},
-- base_cost = {copper_plates = 2500},
-- },
-- as as initial pass let's try making the fuel values half of the old gold values...
[ Upgrades.enum . MORE_POWER ] = {
tooltip = ' Upgrade the ship \' s power. ' ,
what_you_get_sprite_buttons = { [ ' utility/status_working ' ] = false } ,
base_cost = { coins = 5000 , fuel = 800 } ,
} ,
[ Upgrades.enum . EXTRA_HOLD ] = {
tooltip = ' Upgrade the ship \' s hold. ' ,
what_you_get_sprite_buttons = { [ ' item/steel-chest ' ] = false } ,
base_cost = { coins = 10000 , fuel = 2000 } ,
} ,
[ Upgrades.enum . UNLOCK_MERCHANTS ] = {
tooltip = ' Unlock merchant ships. ' ,
what_you_get_sprite_buttons = { [ ' entity/market ' ] = false } ,
base_cost = { coins = 10000 , fuel = 2000 } ,
} ,
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[ Upgrades.enum . ROCKETS_FOR_SALE ] = {
tooltip = ' Unlock rockets for sale at covered-up markets. ' ,
what_you_get_sprite_buttons = { [ ' item/rocket-launcher ' ] = false } ,
base_cost = { coins = 15000 , fuel = 2000 } ,
} ,
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}
Public.main_shop_data_2 = {
rail_signal = {
tooltip = " 100 signals, used to steer the boat one space in the Crow's Nest View. " ,
what_you_get_sprite_buttons = { [ ' item/rail-signal ' ] = 100 } ,
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base_cost = { coins = 650 } ,
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} ,
extra_time = {
tooltip = ' Relax at sea for an extra minute. (Increases the next destination \' s loading time.) ' ,
what_you_get_sprite_buttons = { [ ' utility/time_editor_icon ' ] = 60 } ,
base_cost = { coins = 10 } ,
} ,
artillery_shell = {
tooltip = ' 8 cannon shells. ' ,
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what_you_get_sprite_buttons = { [ ' item/artillery-shell ' ] = 8 } ,
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base_cost = { coins = 800 , fuel = 10 } ,
} ,
artillery_remote = {
tooltip = ' An artillery targeting remote. ' ,
what_you_get_sprite_buttons = { [ ' item/artillery-targeting-remote ' ] = 1 } ,
base_cost = { coins = 12000 , fuel = 2500 } ,
} ,
-- buy_fast_loader = {
-- tooltip = 'A fast loader for 500 stored fuel.',
-- what_you_get_sprite_buttons = {['item/fast-loader'] = 1},
-- base_cost = {fuel = 500},
-- },
uranium_ore = {
tooltip = ' 10 green rocks of unknown origin. ' ,
what_you_get_sprite_buttons = { [ ' item/uranium-238 ' ] = 10 } ,
base_cost = { coins = 1000 , fuel = 100 } ,
} ,
}
function Public . initialise_captains_shop ( )
local memory = Memory.get_crew_memory ( )
memory.mainshop_availability_bools = {
uranium_ore = true ,
rail_signal = true ,
artillery_shell = true ,
artillery_remote = true ,
extra_time = true ,
new_boat_sloop_with_hold = false ,
new_boat_cutter_with_hold = false ,
new_boat_cutter = false ,
buy_iron = false ,
repair_cannons = false ,
-- sell_iron = false,
-- buy_fast_loader = true,
-- sell_copper = false,
}
end
function Public . main_shop_try_purchase ( player , purchase_name )
local memory = Memory.get_crew_memory ( )
local destination = Common.current_destination ( )
local shop_data_1 = Public.main_shop_data_1
local shop_data_2 = Public.main_shop_data_2
local trade_data = shop_data_1 [ purchase_name ] or shop_data_2 [ purchase_name ]
if not trade_data then return end
local stored_fuel = memory.stored_fuel
if not stored_fuel then return end
-- local captain_index = memory.playerindex_captain
-- if not (stored_fuel and captain_index) then return end
-- local captain = game.players[captain_index]
if not Common.validate_player_and_character ( player ) then return end
local inv = player.get_inventory ( defines.inventory . character_main )
if not ( inv and inv.valid ) then return end
local multiplier = Balance.main_shop_cost_multiplier ( )
local can_buy = true
-- local rate_limit_ok = not (memory.mainshop_rate_limit_ticker and memory.mainshop_rate_limit_ticker > 0)
local rate_limit_ok = true
local enough_fuel = true
local enough_iron_plates = true
local enough_coins = true
local enough_copper_plates = true
local coins_got = nil
local iron_plates_got = nil
local copper_plates_got = nil
-- local able_to_buy_boats = memory.boat.state == Boats.enum_state.DOCKED --disabled for now
local able_to_buy_boats = false
-- local able_to_buy_boats = (memory.boat.state == Boats.enum_state.DOCKED or memory.boat.state == Boats.enum_state.APPROACHING) --problem with this if you buy whilst approaching, the original one no longer moves
for k , v in pairs ( trade_data.base_cost ) do
if k == ' fuel ' then
enough_fuel = ( stored_fuel >= v * multiplier )
elseif k == ' coins ' then
coins_got = inv.get_item_count ( ' coin ' )
enough_coins = coins_got >= v * multiplier
elseif k == ' iron_plates ' then
iron_plates_got = inv.get_item_count ( ' iron-plate ' )
enough_iron_plates = iron_plates_got >= v * multiplier
elseif k == ' copper_plates ' then
copper_plates_got = inv.get_item_count ( ' copper-plate ' )
enough_copper_plates = copper_plates_got >= v * multiplier
end
end
can_buy = rate_limit_ok and enough_coins and enough_fuel and enough_iron_plates and enough_copper_plates
if purchase_name == ' new_boat_sloop_with_hold ' or purchase_name == ' new_boat_cutter_with_hold ' or purchase_name == ' new_boat_cutter ' then can_buy = can_buy and able_to_buy_boats end
-- @TODO: prevent people from buying things whilst marooned
if can_buy then
for k , v in pairs ( trade_data.base_cost ) do
if k == ' fuel ' then
memory.stored_fuel = memory.stored_fuel - v * multiplier
elseif k == ' coins ' then
inv.remove { name = " coin " , count = v * multiplier }
elseif k == ' iron_plates ' then
inv.remove { name = " iron-plate " , count = v * multiplier }
elseif k == ' copper_plates ' then
inv.remove { name = " copper-plate " , count = v * multiplier }
end
end
local force = memory.force
if not ( force and force.valid ) then return end
local gotamount
if purchase_name == ' uranium_ore ' then
gotamount = trade_data.what_you_get_sprite_buttons [ ' item/uranium-238 ' ]
Common.give ( player , { { name = ' uranium-238 ' , count = gotamount } } )
Common.notify_force_light ( force , string.format ( ' %s is buying green rocks... ' , player.name ) )
elseif purchase_name == ' extra_time ' then
local success = Crew.try_add_extra_time_at_sea ( 60 * 60 )
if success then
Common.notify_force_light ( force , string.format ( ' %s is buying extra time at sea... ' , player.name ) )
else
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Common.notify_player_error ( player , string.format ( ' Can \' t buy more time than this. ' , player.name ) )
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-- refund:
memory.stored_fuel = memory.stored_fuel + trade_data.base_cost . fuel * multiplier
end
elseif purchase_name == ' rail_signal ' then
gotamount = trade_data.what_you_get_sprite_buttons [ ' item/rail-signal ' ]
Common.give ( player , { { name = ' rail-signal ' , count = gotamount } } )
Common.notify_force_light ( force , string.format ( ' %s is buying signals... ' , player.name ) )
elseif purchase_name == ' artillery_shell ' then
gotamount = trade_data.what_you_get_sprite_buttons [ ' item/artillery-shell ' ]
Common.give ( player , { { name = ' artillery-shell ' , count = gotamount } } )
Common.notify_force_light ( force , string.format ( ' %s is buying cannon shells... ' , player.name ) )
elseif purchase_name == ' artillery_remote ' then
gotamount = trade_data.what_you_get_sprite_buttons [ ' item/artillery-targeting-remote ' ]
Common.give ( player , { { name = ' artillery-targeting-remote ' , count = gotamount } } )
Common.notify_force_light ( force , string.format ( ' %s is buying an artillery targeting remote... ' , player.name ) )
elseif purchase_name == ' new_boat_cutter ' or purchase_name == ' new_boat_cutter_with_hold ' or purchase_name == ' new_boat_sloop_with_hold ' then
Dock.execute_boat_purchase ( )
Common.notify_force_light ( force , string.format ( ' [font=heading-1]%s bought a %s.[/font] ' , player.name , Boats [ Common.current_destination ( ) . static_params.boat_for_sale_type ] . Data.display_name ) )
elseif purchase_name == ' repair_cannons ' then
-- heal all cannons:
local cannons = game.surfaces [ destination.surface_name ] . find_entities_filtered ( { type = ' artillery-turret ' } )
for _ , c in pairs ( cannons ) do
c.health = c.prototype . max_health
end
Common.notify_force_light ( force , string.format ( ' %s repaired the ship \' s cannons. ' , player.name ) )
memory.mainshop_availability_bools [ purchase_name ] = false
elseif purchase_name == Upgrades.enum . MORE_POWER then
Upgrades.execute_upgade ( Upgrades.enum . MORE_POWER )
Common.notify_force_light ( force , string.format ( ' [font=heading-1]%s upgraded the ship \' s power.[/font] ' , player.name ) )
memory.mainshop_availability_bools [ purchase_name ] = false
elseif purchase_name == Upgrades.enum . EXTRA_HOLD then
Upgrades.execute_upgade ( Upgrades.enum . EXTRA_HOLD )
Common.notify_force_light ( force , string.format ( ' [font=heading-1]%s upgraded the ship \' s hold.[/font] ' , player.name ) )
memory.mainshop_availability_bools [ purchase_name ] = false
elseif purchase_name == Upgrades.enum . UNLOCK_MERCHANTS then
Upgrades.execute_upgade ( Upgrades.enum . UNLOCK_MERCHANTS )
Common.notify_force_light ( force , string.format ( ' [font=heading-1]%s unlocked merchant ships.[/font] ' , player.name ) )
memory.mainshop_availability_bools [ purchase_name ] = false
elseif purchase_name == Upgrades.enum . ROCKETS_FOR_SALE then
Upgrades.execute_upgade ( Upgrades.enum . ROCKETS_FOR_SALE )
Common.notify_force_light ( force , string.format ( ' [font=heading-1]%s unlocked the sale of rockets at covered-up markets.[/font] ' , player.name ) )
memory.mainshop_availability_bools [ purchase_name ] = false
elseif purchase_name == ' sell_iron ' then
gotamount = trade_data.what_you_get_sprite_buttons [ ' item/coal ' ]
Common.give ( player , { { name = ' fuel ' , count = gotamount } } )
Common.notify_force_light ( force , string.format ( ' %s is selling iron... ' , player.name ) )
elseif purchase_name == ' buy_iron ' then
gotamount = trade_data.what_you_get_sprite_buttons [ ' item/iron-plate ' ]
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Common.give_items_to_crew { { name = ' iron-plate ' , count = gotamount } }
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Common.notify_force_light ( force , string.format ( ' %s is buying iron... ' , player.name ) )
elseif purchase_name == ' buy_copper ' then
gotamount = trade_data.what_you_get_sprite_buttons [ ' item/copper-plate ' ]
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Common.give_items_to_crew { { name = ' copper-plate ' , count = gotamount } }
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Common.notify_force_light ( force , string.format ( ' %s is buying copper... ' , player.name ) )
-- elseif name == 'buy_fast_loader' then
-- gotamount = trade_data.what_you_get_sprite_buttons['item/fast-loader']
-- Common.give(player, {{name = 'fast-loader', count = gotamount}})
-- Common.notify_force_light(force,string.format('%s bought a fast loader...', player.name))
elseif purchase_name == ' sell_copper ' then
gotamount = trade_data.what_you_get_sprite_buttons [ ' item/coal ' ]
Common.give ( player , { { name = ' fuel ' , count = gotamount } } )
Common.notify_force_light ( force , string.format ( ' %s is selling copper... ' , player.name ) )
end
-- memory.mainshop_rate_limit_ticker = Common.mainshop_rate_limit_ticks
else
-- play sound?
if rate_limit_ok == false then
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Common.notify_player_error ( player , ' Shop rate limit exceeded. ' )
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end
if enough_fuel == false then
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Common.notify_player_error ( player , ' Not enough stored fuel. ' )
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end
if enough_coins == false then
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Common.notify_player_error ( player , ' Not enough doubloons. ' )
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end
if enough_iron_plates == false then
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Common.notify_player_error ( player , ' Not enough iron plates. ' )
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end
if enough_copper_plates == false then
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Common.notify_player_error ( player , ' Not enough copper plates. ' )
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end
if ( purchase_name == ' new_boat_cutter ' or purchase_name == ' new_boat_sloop_with_hold ' or purchase_name == ' new_boat_cutter_with_hold ' ) and ( not able_to_buy_boats ) then
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Common.notify_player_error ( player , ' Not able to purchase ships right now. ' )
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end
end
end
return Public