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ComfyFactorio/modules/scrap_towny_ffa/market.lua

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Lua
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local table_insert = table.insert
local Table = require 'modules.scrap_towny_ffa.table'
local Town_center = require 'modules.scrap_towny_ffa.town_center'
local upgrade_functions = {
-- Upgrade Town Center Health
[1] = function(town_center, player)
local market = town_center.market
local surface = market.surface
if town_center.max_health > 500000 then return end
town_center.health = town_center.health + town_center.max_health
town_center.max_health = town_center.max_health * 2
Town_center.set_market_health(market, 0)
surface.play_sound({ path = "utility/achievement_unlocked", position = player.position, volume_modifier = 1 })
end,
-- Upgrade Backpack
[2] = function(town_center, player)
local market = town_center.market
local force = market.force
local surface = market.surface
if force.character_inventory_slots_bonus > 100 then return end
force.character_inventory_slots_bonus = force.character_inventory_slots_bonus + 5
surface.play_sound({ path = "utility/achievement_unlocked", position = player.position, volume_modifier = 1 })
end,
-- Upgrade Mining Productivity
[3] = function(town_center, player)
local market = town_center.market
local force = market.force
local surface = market.surface
if town_center.upgrades.mining_prod >= 10 then return end
town_center.upgrades.mining_prod = town_center.upgrades.mining_prod + 1
force.mining_drill_productivity_bonus = force.mining_drill_productivity_bonus + 0.1
surface.play_sound({ path = "utility/achievement_unlocked", position = player.position, volume_modifier = 1 })
end,
-- Laser Turret Slot
[4] = function(town_center, player)
local market = town_center.market
local surface = market.surface
town_center.upgrades.laser_turret.slots = town_center.upgrades.laser_turret.slots + 1
surface.play_sound({ path = "utility/new_objective", position = player.position, volume_modifier = 1 })
end,
-- Set Spawn Point
[5] = function(town_center, player)
local ffatable = Table.get_table()
local market = town_center.market
local force = market.force
local surface = market.surface
local spawn_point = force.get_spawn_position(surface)
ffatable.spawn_point[player.name] = spawn_point
surface.play_sound({ path = "utility/scenario_message", position = player.position, volume_modifier = 1 })
end,
}
local function clear_offers(market)
for _ = 1, 256, 1 do
local a = market.remove_market_item(1)
if a == false then return end
end
end
local function set_offers(town_center)
local market = town_center.market
local force = market.force
local special_offers = {}
if town_center.max_health < 500000 then
special_offers[1] = { { { "coin", town_center.max_health * 0.1 } }, "Upgrade Town Center Health" }
else
special_offers[1] = { { { "coin", 1 } }, "Maximum Health upgrades reached!" }
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end
if force.character_inventory_slots_bonus <= 100 then
special_offers[2] = { { { "coin", (force.character_inventory_slots_bonus / 5 + 1) * 50 } }, "Upgrade Backpack +5 Slot" }
else
special_offers[2] = { { { "coin", 1 } }, "Maximum Backpack upgrades reached!" }
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end
if town_center.upgrades.mining_prod < 10 then
special_offers[3] = { { { "coin", (town_center.upgrades.mining_prod + 1) * 400 } }, "Upgrade Mining Productivity +10%" }
else
special_offers[3] = { { { "coin", 1 } }, "Maximum Mining upgrades reached!" }
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end
local laser_turret = "Laser Turret Slot [#" .. tostring(town_center.upgrades.laser_turret.slots + 1) .. "]"
special_offers[4] = { { { "coin", 1000 + (town_center.upgrades.laser_turret.slots * 50) } }, laser_turret }
local spawn_point = "Set Spawn Point"
special_offers[5] = { { { "coin", 1 } }, spawn_point }
local market_items = {}
for _, v in pairs(special_offers) do
table_insert(market_items, { price = v[1], offer = { type = 'nothing', effect_description = v[2] } })
end
-- coin purchases
table_insert(market_items, { price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'raw-fish', count = 1 } })
table_insert(market_items, { price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'wood', count = 6 } })
table_insert(market_items, { price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'iron-ore', count = 6 } })
table_insert(market_items, { price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'copper-ore', count = 6 } })
table_insert(market_items, { price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'stone', count = 6 } })
table_insert(market_items, { price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'coal', count = 6 } })
table_insert(market_items, { price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'uranium-ore', count = 4 } })
table_insert(market_items, { price = { { 'coin', 300 } }, offer = { type = 'give-item', item = 'loader', count = 1 } })
table_insert(market_items, { price = { { 'coin', 600 } }, offer = { type = 'give-item', item = 'fast-loader', count = 1 } })
table_insert(market_items, { price = { { 'coin', 900 } }, offer = { type = 'give-item', item = 'express-loader', count = 1 } })
-- scrap selling
table_insert(market_items, { price = { { 'wood', 7 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
table_insert(market_items, { price = { { 'iron-ore', 7 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
table_insert(market_items, { price = { { 'copper-ore', 7 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
table_insert(market_items, { price = { { 'stone', 7 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
table_insert(market_items, { price = { { 'coal', 7 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
table_insert(market_items, { price = { { 'uranium-ore', 5 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
table_insert(market_items, { price = { { 'copper-cable', 12 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
table_insert(market_items, { price = { { 'iron-gear-wheel', 3 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
table_insert(market_items, { price = { { 'iron-stick', 12 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
table_insert(market_items, { price = { { 'empty-barrel', 1 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
for _, item in pairs(market_items) do
market.add_market_item(item)
end
end
local function refresh_offers(event)
local ffatable = Table.get_table()
local market = event.entity or event.market
if not market then return end
if not market.valid then return end
if market.name ~= "market" then return end
local town_center = ffatable.town_centers[market.force.name]
if not town_center then return end
clear_offers(market)
set_offers(town_center)
end
local function offer_purchased(event)
local ffatable = Table.get_table()
local player = game.players[event.player_index]
local market = event.market
local offer_index = event.offer_index
local count = event.count
if not upgrade_functions[offer_index] then return end
local town_center = ffatable.town_centers[market.force.name]
if not town_center then return end
upgrade_functions[offer_index](town_center, player)
if count > 1 then
local offers = market.get_market_items()
local price = offers[offer_index].price[1].amount
player.insert({ name = "coin", count = price * (count - 1) })
end
end
local function on_gui_opened(event)
local gui_type = event.gui_type
if gui_type ~= defines.gui_type.entity then return end
local entity = event.entity
if entity == nil or not entity.valid then return end
if entity.type == "market" then refresh_offers(event) end
end
local function on_market_item_purchased(event)
offer_purchased(event)
refresh_offers(event)
end
local function inside(pos, area)
return pos.x >= area.left_top.x and pos.x <= area.right_bottom.x and pos.y >= area.left_top.y and pos.y <= area.right_bottom.y
end
local function on_tick(_)
local ffatable = Table.get_table()
if not ffatable.town_centers then return end
local items = { "burner-inserter", "inserter", "long-handed-inserter", "fast-inserter",
"filter-inserter", "stack-inserter", "stack-filter-inserter",
"loader", "fast-loader", "express-loader" }
for _, town_center in pairs(ffatable.town_centers) do
local market = town_center.market
local offers = market.get_market_items()
if offers == nil then set_offers(town_center) end
local s = market.surface
local force = market.force
-- get the bounding box for the market
local bb = market.bounding_box
local area = { left_top = { bb.left_top.x - 2, bb.left_top.y - 2 }, right_bottom = { bb.right_bottom.x + 2, bb.right_bottom.y + 2 } }
local entities = s.find_entities_filtered({ area = area, name = items })
for _, e in pairs(entities) do
if e.name ~= "loader" and e.name ~= "fast-loader" and e.name ~= "express-loader" then
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local ppos = e.pickup_position
local dpos = e.drop_position
-- pulling an item from the market
if inside(ppos, bb) and e.drop_target then
local stack = e.held_stack
local spos = e.held_stack_position
if inside(spos, bb) then
local filter
local filter_mode = e.inserter_filter_mode
if filter_mode ~= nil then
for i = 1, e.filter_slot_count do
if e.get_filter(i) ~= nil then
filter = e.get_filter(i)
break
end
end
end
if (filter_mode == "whitelist" and filter == "coin") or (filter_mode == "blacklist" and filter == nil) or (filter_mode == nil) then
if stack.valid and town_center.coin_balance > 0 then
-- pull coins
stack.set_stack({ name = "coin", count = 1 })
town_center.coin_balance = town_center.coin_balance - 1
Town_center.update_coin_balance(force)
end
else
if filter_mode == "whitelist" and filter ~= nil and stack.valid then
-- purchased and pull items if output buffer is empty
-- buffer the output in a item buffer since the stack might be too small
-- output items are shared among the output
for _, trade in ipairs(offers) do
local type = trade.offer.type
local item = trade.offer.item
local count = trade.offer.count or 1
local cost = trade.price[1].amount
if type == "give-item" and item == filter then
if town_center.output_buffer[item] == nil then town_center.output_buffer[item] = 0 end
if town_center.output_buffer[item] == 0 then
-- fill buffer
if town_center.coin_balance >= cost then
town_center.coin_balance = town_center.coin_balance - cost
Town_center.update_coin_balance(force)
town_center.output_buffer[item] = town_center.output_buffer[item] + count
--log("output_buffer[" .. item .. "] = " .. town_center.output_buffer[item])
end
end
if town_center.output_buffer[item] > 0 and not stack.valid_for_read then
-- output the item
local amount = 1
if stack.can_set_stack({ name = item, count = amount }) then
town_center.output_buffer[item] = town_center.output_buffer[item] - amount
stack.set_stack({ name = item, count = amount })
--log("output_buffer[" .. item .. "] = " .. town_center.output_buffer[item])
end
end
break
end
end
end
end
end
end
-- pushing an item to the market (coins or scrap)
if e.pickup_target and inside(dpos, bb) then
local stack = e.held_stack
local spos = e.held_stack_position
if stack.valid_for_read and inside(spos, bb) then
local name = stack.name
local amount = stack.count
if name == "coin" then
-- push coins
e.remove_item(stack)
town_center.coin_balance = town_center.coin_balance + amount
Town_center.update_coin_balance(force)
else
-- push items to turn into coin
for _, trade in ipairs(offers) do
local type = trade.offer.type
local item = trade.price[1].name
local count = trade.price[1].amount
local cost = trade.offer.count
if type == "give-item" and name == item and item ~= "coin" then
e.remove_item(stack)
-- buffer the input in an item buffer that can be sold
if town_center.input_buffer[item] == nil then town_center.input_buffer[item] = 0 end
town_center.input_buffer[item] = town_center.input_buffer[item] + amount
--log("input_buffer[" .. item .. "] = " .. town_center.input_buffer[item])
if town_center.input_buffer[item] >= count then
town_center.input_buffer[item] = town_center.input_buffer[item] - count
town_center.coin_balance = town_center.coin_balance + cost
Town_center.update_coin_balance(force)
--log("input_buffer[" .. item .. "] = " .. town_center.input_buffer[item])
end
end
end
end
end
end
end
end
end
end
local Event = require 'utils.event'
Event.add(defines.events.on_tick, on_tick)
Event.add(defines.events.on_gui_opened, on_gui_opened)
Event.add(defines.events.on_market_item_purchased, on_market_item_purchased)