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ComfyFactorio/maps/pirates/overworld.lua

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-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates.
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local Public = {}
local Memory = require 'maps.pirates.memory'
local Math = require 'maps.pirates.math'
local Balance = require 'maps.pirates.balance'
local Common = require 'maps.pirates.common'
local CoreData = require 'maps.pirates.coredata'
local Utils = require 'maps.pirates.utils_local'
-- local _inspect = require 'utils.inspect'.inspect
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-- local Server = require 'utils.server'
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-- local Structures = require 'maps.pirates.structures.structures'
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local Boats = require 'maps.pirates.structures.boats.boats'
local Surfaces = require 'maps.pirates.surfaces.surfaces'
local Crowsnest = require 'maps.pirates.surfaces.crowsnest'
local Dock = require 'maps.pirates.surfaces.dock'
local Islands = require 'maps.pirates.surfaces.islands.islands'
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-- local Sea = require 'maps.pirates.surfaces.sea.sea'
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local Crew = require 'maps.pirates.crew'
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-- local Roles = require 'maps.pirates.roles.roles'
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-- local Classes = require 'maps.pirates.roles.classes'
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-- local Quest = require 'maps.pirates.quest'
-- local Parrot = require 'maps.pirates.parrot'
-- local Hold = require 'maps.pirates.surfaces.hold'
-- local Cabin = require 'maps.pirates.surfaces.cabin'
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local Shop = require 'maps.pirates.shop.shop'
local Upgrades = require 'maps.pirates.boat_upgrades'
local Kraken = require 'maps.pirates.surfaces.sea.kraken'
local Highscore = require 'maps.pirates.highscore'
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local CustomEvents = require 'maps.pirates.custom_events'
local IslandEnum = require 'maps.pirates.surfaces.islands.island_enum'
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local NIL = 'none'
local DOCK = 'dock'
local FIRST = IslandEnum.enum.FIRST
local RED_DESERT = IslandEnum.enum.RED_DESERT
local SWAMP = IslandEnum.enum.SWAMP
local STANDARD = IslandEnum.enum.STANDARD
local WALKWAYS = IslandEnum.enum.WALKWAYS
local MAZE = IslandEnum.enum.MAZE
local RADIOACTIVE = IslandEnum.enum.RADIOACTIVE
local HORSESHOE = IslandEnum.enum.HORSESHOE
local STANDARD_VARIANT = IslandEnum.enum.STANDARD_VARIANT
local CAVE = IslandEnum.enum.CAVE
local A = {STANDARD_VARIANT, RED_DESERT, HORSESHOE, WALKWAYS}
local B = {NIL, NIL, NIL, STANDARD, STANDARD_VARIANT, RED_DESERT, HORSESHOE, WALKWAYS, CAVE}
local C = {STANDARD, STANDARD_VARIANT, RED_DESERT, HORSESHOE, WALKWAYS}
local D = {NIL, NIL, NIL, STANDARD, STANDARD_VARIANT, RED_DESERT, HORSESHOE, WALKWAYS, SWAMP, CAVE}
local destinationScheme = {
[0] = {DOCK, FIRST, NIL},
[1] = {HORSESHOE, HORSESHOE, HORSESHOE}, --map where you break rocks
[2] = {STANDARD_VARIANT, STANDARD_VARIANT, STANDARD_VARIANT}, --aesthetically different to previous map
[3] = {DOCK, NIL, NIL},
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[4] = {A, A, NIL},
[5] = {STANDARD, STANDARD, STANDARD}, --biter boats appear. large island works well so players run off
[6] = {MAZE, MAZE, MAZE},
[7] = {DOCK, B, B},
[8] = {NIL, NIL, NIL},
[9] = {B, B, B},
[10] = {NIL, NIL, NIL},
[11] = {DOCK, B, B},
[12] = {SWAMP, SWAMP, C}, --gotta steer if you don't want to do swamp
[13] = {B, B, B},
[14] = {B, B, B},
[15] = {DOCK, B, B},
[16] = {RADIOACTIVE, RADIOACTIVE, RADIOACTIVE},
[17] = {B, B, B},
[18] = {C, C, C}, --first showing of robot frame cost
[19] = {DOCK, B, B},
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[20] = {WALKWAYS, WALKWAYS, WALKWAYS}, --rocket launch cost begins
[21] = {SWAMP, RED_DESERT, STANDARD_VARIANT}, -- uniquely, this has a rocket launch cost, but still has an auto-undock timer
[22] = {NIL, NIL, NIL},
[23] = {C, C, C},
[24] = {MAZE, MAZE, MAZE}, -- current 'boss map'
[25] = {NIL, NIL, NIL},
}
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function Public.generate_destination_type_and_subtype(overworld_position)
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local macro_p = {x = overworld_position.x/40, y = overworld_position.y/24}
local macro_x = macro_p.x
local macro_y = macro_p.y
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local type2, subtype
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if destinationScheme[macro_x] then
subtype = destinationScheme[macro_x][macro_y + 2]
else
if (macro_x - 22) % 20 == 0 then
subtype = RADIOACTIVE
elseif (macro_x - 22) % 20 == 18 then
subtype = MAZE
elseif macro_y == -1 and (macro_x % 4) == 3 then
subtype = DOCK
else
subtype = D
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end
end
if type(subtype) == 'table' then
if destinationScheme[macro_x - 1] then
local previous = destinationScheme[macro_x - 1][macro_y + 2]
if previous and type(previous) ~= 'table' and previous ~= NIL and previous ~= DOCK then
subtype = Utils.deepcopy(subtype)
subtype = Utils.ordered_table_with_values_removed(subtype, previous) --avoid duplicate subtype twice in a row in the same lane
end
end
subtype = subtype[Math.random(#subtype)]
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end
if subtype == NIL then
type2 = nil
subtype = nil
elseif subtype == DOCK then
type2 = Surfaces.enum.DOCK
subtype = nil
else
type2 = Surfaces.enum.ISLAND
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end
return {type = type2, subtype = subtype}
-- return {type = Surfaces.enum.ISLAND, subtype = IslandEnum.enum.CAVE}
end
function Public.generate_destination_base_cost_to_undock(p, subtype)
local macro_p = {x = p.x/40, y = p.y/24}
local base_cost_to_undock
local normal_costitems = {'electronic-circuit', 'advanced-circuit'}
-- local special_costitems = {'rocket-fuel', 'flying-robot-frame'}
-- These need to scale up slightly slower than the static fuel depletion rate, so you're increasingly incentivised to leave:
local base_cost_1 = {
['electronic-circuit'] = Math.ceil(((macro_p.x-2)^(2/3))*120),
}
local base_cost_2 = {
['electronic-circuit'] = Math.ceil(((macro_p.x-2)^(2/3))*200),
['advanced-circuit'] = Math.ceil(((macro_p.x-14)^(2/3))*20),
-- the below got this response from a new player: "This feels... underwhelming."
-- ['electronic-circuit'] = Math.ceil(((macro_p.x-2)^(2/3))*120),
-- ['advanced-circuit'] = Math.ceil(((macro_p.x-14)^(2/3))*18),
}
local base_cost_2b = {
['electronic-circuit'] = Math.ceil(((macro_p.x-2)^(2/3))*200),
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['flying-robot-frame'] = 5,
}
local base_cost_3 = {
['electronic-circuit'] = Math.ceil(((macro_p.x-2)^(2/3))*160),
['advanced-circuit'] = Math.ceil(((macro_p.x-14)^(2/3))*20),
['launch_rocket'] = true,
}
local base_cost_4 = {
['electronic-circuit'] = Math.ceil(((macro_p.x-2)^(2/3))*140),
['advanced-circuit'] = Math.ceil(((macro_p.x-14)^(2/3))*20),
['flying-robot-frame'] = Math.ceil(((macro_p.x-18)^(2/3))*25),
['launch_rocket'] = true,
}
local base_cost_5 = {
['electronic-circuit'] = Math.ceil(((macro_p.x-2)^(2/3))*140),
['advanced-circuit'] = Math.ceil(((macro_p.x-14)^(2/3))*20),
['flying-robot-frame'] = Math.ceil(((macro_p.x-18)^(2/3))*10),
-- ['rocket-fuel'] = Math.ceil(((macro_p.x-18)^(2/3))*10),
-- ['electronic-circuit'] = Math.ceil(((macro_p.x-2)^(2/3))*100),
-- ['advanced-circuit'] = Math.ceil(((macro_p.x-14)^(2/3))*20),
-- ['flying-robot-frame'] = Math.ceil(((macro_p.x-18)^(2/3))*10),
}
-- if macro_p.x == 0 then
-- if _DEBUG then
-- base_cost_to_undock = {
-- ['electronic-circuit'] = 5,
-- ['engine-unit'] = 5,
-- ['advanced-circuit'] = 5,
-- ['flying-robot-frame'] = 5,
-- }
-- end
-- base_cost_to_undock = nil
-- elseif macro_p.x <= 6 then
if macro_p.x <= Common.first_cost_to_leave_macrox - 1 then
-- base_cost_to_undock = {['electronic-circuit'] = 5}
base_cost_to_undock = nil
elseif macro_p.x <= 9 then
base_cost_to_undock = base_cost_1
elseif macro_p.x <= 15 then
if macro_p.x % 3 > 0 then
base_cost_to_undock = base_cost_1
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else
base_cost_to_undock = nil
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end
elseif macro_p.x == 18 then --a super small amount of flying-robot-frame on a relatively early level so that they see they need lubricant
base_cost_to_undock = base_cost_2b
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elseif macro_p.x <= 19 then
if macro_p.x % 3 == 0 then
base_cost_to_undock = nil
else
base_cost_to_undock = base_cost_2
end
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-- after this point, mandatory to pay. except for 21
elseif macro_p.x == 21 then
base_cost_to_undock = base_cost_2
elseif macro_p.x <= 23 then
base_cost_to_undock = base_cost_3
elseif macro_p.x <= 24 then
base_cost_to_undock = base_cost_4
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else
base_cost_to_undock = Utils.deepcopy(base_cost_5)
local delete = normal_costitems[Math.random(#normal_costitems)]
base_cost_to_undock[delete] = nil
-- local delete2 = special_costitems[Math.random(#special_costitems)]
-- base_cost_to_undock[delete2] = nil
if macro_p.x < 50 then
if macro_p.x % 2 == 0 then
base_cost_to_undock['launch_rocket'] = true
end
else --now we're just trying to kill you
base_cost_to_undock['launch_rocket'] = true
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end
end
-- override:
if subtype == IslandEnum.enum.RADIOACTIVE then
base_cost_to_undock = {
['uranium-235'] = Math.ceil(Math.ceil(65 + 2 * (macro_p.x - 1))), -- people now have access to uranium tech and can make it on ship
-- ['uranium-235'] = Math.ceil(Math.ceil(80 + (macro_p.x - 1))),
-- ['uranium-235'] = Math.ceil(Math.ceil(80 + (macro_p.x)/2)), --tried adding beacons instead of this
}
elseif subtype == IslandEnum.enum.RED_DESERT or subtype == IslandEnum.enum.CAVE then
if base_cost_to_undock and base_cost_to_undock['launch_rocket'] == true then
base_cost_to_undock['launch_rocket'] = nil
end
end
-- -- debug override:
-- if _DEBUG then
-- base_cost_to_undock = {
-- ['electronic-circuit'] = 200,
-- ['launch_rocket'] = true,
-- }
-- end
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return base_cost_to_undock -- Multiplication by Balance.cost_to_leave_multiplier() happens later, in destination_on_collide.
end
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local infront_positions = {}
for x = -6, -3 do
for y = - 3, 3 do
infront_positions[#infront_positions + 1] = {x = x, y = y}
end
end
local interior_positions = {}
for x = 1, 14 do
for y = - 3, 3 do
interior_positions[#interior_positions + 1] = {x = x, y = y}
end
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end
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function Public.generate_overworld_destination(p)
-- be careful when calling any Balance functions that depend on overworldx — they will be evaluated when the island is chosen, not on arrival
local memory = Memory.get_crew_memory()
local macro_p = {x = p.x/40, y = p.y/24}
local type_data = Public.generate_destination_type_and_subtype(p)
local type = type_data.type
local subtype = type_data.subtype
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if type == Surfaces.enum.ISLAND then
local scope = Surfaces[Surfaces.enum.ISLAND][subtype]
local static_params = Utils.deepcopy(scope.Data.static_params_default)
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static_params.base_cost_to_undock = Public.generate_destination_base_cost_to_undock(p, subtype) -- Multiplication by Balance.cost_to_leave_multiplier() happens later, in destination_on_collide.
static_params.undock_cost_decreases = true
if Balance.need_resources_to_undock(p.x) == true or subtype == IslandEnum.enum.RADIOACTIVE then
static_params.undock_cost_decreases = false
end
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--scheduled raft raids moved to destination_on_arrival
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local ores_multiplier = Balance.island_richness_avg_multiplier(p.x)
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local base_ores = scope.Data.base_ores()
local rngs = {}
local rngsum = 0
local rngcount = 0
for k, _ in pairs(base_ores) do
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if k ~= 'coal' then
-- It's preferred to create variance with different island types, rather than this, as it's important to have low variance in early islands for easier balance and predictable early gameplay.
-- Here we increase "rng" element on later islands as that's when "rng" shouldn't matter too much once players got solid start.
local rng
if p.x <= 400 then
rng = Math.random_float_in_range(0.8, 1.2)
else
rng = Math.random_float_in_range(0.5, 1.5)
end
-- local rng = 2*Math.random() -- such huge variance hard to reason and balance around, considering resources aren't equally worth.
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-- local rng = 1 + ((2*Math.random() - 1)^3) --lower variances
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rngs[k] = rng
rngsum = rngsum + rng
rngcount = rngcount + 1
end
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end
local abstract_ore_amounts = {}
for k, v in pairs(base_ores) do
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local rng = 1
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if not (k == 'coal' or macro_p.x == 0) then
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rng = rngs[k] / (rngsum/rngcount) --average of 1
end
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abstract_ore_amounts[k] = ores_multiplier * v * rng
end
static_params.abstract_ore_amounts = abstract_ore_amounts
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static_params.radius_squared_modifier = (2 + 2 * Math.random())
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if macro_p.x == 0 then static_params.radius_squared_modifier = 1.75 end
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static_params.discord_emoji = scope.Data.discord_emoji
local rng = 0.5 + 1 * Math.random()
static_params.starting_treasure_maps = Math.ceil((static_params.base_starting_treasure_maps or 0) * rng)
static_params.starting_wood = static_params.base_starting_wood or 1000
static_params.starting_wood = Math.ceil(static_params.starting_wood * Balance.island_richness_avg_multiplier(p.x))
static_params.starting_rock_material = Math.ceil(static_params.base_starting_rock_material or 300) * Balance.island_richness_avg_multiplier(p.x)
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rng = 0.5 + 1 * Math.random()
static_params.starting_treasure = Math.ceil((static_params.base_starting_treasure or 1000) * Balance.island_richness_avg_multiplier(p.x) * rng)
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static_params.name = scope.Data.display_names[Math.random(#scope.Data.display_names)]
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local dest = Surfaces.initialise_destination{
static_params = static_params,
type = type,
subtype = subtype,
overworld_position = p,
}
Crowsnest.draw_destination(dest)
elseif type == Surfaces.enum.DOCK then
local boat_for_sale_type
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-- if macro_p.x == 3 then
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-- boat_for_sale_type = Boats.enum.CUTTER
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-- elseif macro_p.x == 7 or macro_p.x == 0 then
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-- boat_for_sale_type = Boats.enum.SLOOP_WITH_HOLD
-- end
boat_for_sale_type = Boats.enum.SLOOP
local upgrade_for_sale = nil
-- These upgrades have been made to be exclusive purchase at captain's cabin
-- local upgrade_for_sale
-- if macro_p.x == 0 then
-- upgrade_for_sale = nil
-- elseif macro_p.x == 3 then
-- upgrade_for_sale = Upgrades.enum.MORE_POWER
-- elseif macro_p.x == 7 then
-- upgrade_for_sale = Upgrades.enum.EXTRA_HOLD
-- elseif macro_p.x % 16 < 8 then
-- upgrade_for_sale = Upgrades.enum.MORE_POWER
-- else
-- upgrade_for_sale = Upgrades.enum.EXTRA_HOLD
-- end --upgrades like UNLOCK_MERCHANTS will slot themselves in when necessary, due to .overwrite_a_dock_upgrade() (not anymore)
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-- one day it's worth making this system more readable
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-- NOTE: When DOCK frequency changes, this needs to change too (kinda bad design, but whatever)
-- NOTE: I couldn't manage to make upgrade overwriting to work so I made it here
-- TODO: Perhaps always have something special to sell (or remove the upgrade market if it has no offers?)
if macro_p.x % 16 == 15 and (not memory.rockets_for_sale) then
upgrade_for_sale = Upgrades.enum.ROCKETS_FOR_SALE
elseif macro_p.x % 16 == 3 and macro_p.x > 16 and (not memory.merchant_ships_unlocked) then
upgrade_for_sale = Upgrades.enum.UNLOCK_MERCHANTS
elseif (macro_p.x % 8) == 3 then
upgrade_for_sale = Upgrades.enum.UPGRADE_CANNONS
end
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local static_params = Utils.deepcopy(Dock.Data.static_params_default)
static_params.upgrade_for_sale = upgrade_for_sale
static_params.boat_for_sale_type = boat_for_sale_type
static_params.name = Dock.Data.display_names[Math.random(#Dock.Data.display_names)]
local dest = Surfaces.initialise_destination{
static_params = static_params,
type = type,
subtype = subtype,
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overworld_position = {x = p.x, y = -36},
-- overworld_position = {x = p.x, y = 36},
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}
Crowsnest.draw_destination(dest)
-- renderings e.g. for docks
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local surface = Crowsnest.get_crowsnest_surface()
local x = Crowsnest.platformrightmostedge + dest.overworld_position.x
local y = dest.overworld_position.y
if dest.static_params.upgrade_for_sale then
local display_form = {'', Upgrades.crowsnest_display_form[dest.static_params.upgrade_for_sale], ':'}
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if not dest.dynamic_data.crowsnest_renderings then
dest.dynamic_data.crowsnest_renderings = {}
end
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dest.dynamic_data.crowsnest_renderings.base_text_rendering = rendering.draw_text{
text = display_form,
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surface = surface,
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target = {x = x + 5.5, y = y + 2.5},
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color = CoreData.colors.renderingtext_green,
scale = 7,
font = 'default-game',
alignment = 'right',
visible = false,
}
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local i = 1
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for price_name, price_count in pairs(Shop.Captains.main_shop_data_1[dest.static_params.upgrade_for_sale].base_cost) do
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local sprite
if price_name == 'fuel' then
sprite = 'item/coal'
else
sprite = 'item/coin'
end
dest.dynamic_data.crowsnest_renderings[price_name] = {
text_rendering = rendering.draw_text{
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text = Utils.bignumber_abbrevform2(price_count),
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surface = surface,
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target = {x = x + 6, y = y + 8.3 - i * 3.5},
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color = CoreData.colors.renderingtext_green,
scale = 5.2,
font = 'default-game',
alignment = 'left',
visible = false,
},
sprite_rendering = rendering.draw_sprite{
sprite = sprite,
surface = surface,
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target = {x = x + 14.1, y = y + 10.8 - i * 3.5},
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x_scale = 4.5,
y_scale = 4.5,
visible = false,
}
}
i = i + 1
end
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end
end
--== krakens ==--
local kraken_count = 0
local position_candidates
if type == nil then
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kraken_count = Balance.krakens_per_free_slot(p.x)
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position_candidates = interior_positions
elseif type ~= Surfaces.enum.DOCK then
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kraken_count = Balance.krakens_per_slot()
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position_candidates = infront_positions
end
-- override:
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if macro_p.x < 10 then
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kraken_count = 0
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elseif macro_p.x == 10 then
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kraken_count = 1
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elseif macro_p.x == 22 then
kraken_count = 2
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end
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-- if _DEBUG then
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-- kraken_count = 1
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-- end
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if position_candidates then
local positions_placed = {}
local whilesafety = 0
while whilesafety < 10 and (#positions_placed < Math.min(kraken_count, 10)) do
local p_chosen, p_kraken
local whilesafety2 = 0
while whilesafety2 < 50 and ((not p_kraken) or Utils.contains(positions_placed, p_chosen)) do
p_chosen = position_candidates[Math.random(#position_candidates)]
p_kraken = Utils.psum{p_chosen, p}
whilesafety2 = whilesafety2 + 1
end
Crowsnest.draw_kraken(p_kraken)
positions_placed[#positions_placed + 1] = p_kraken
memory.overworld_krakens[#memory.overworld_krakens + 1] = p_kraken
whilesafety = whilesafety + 1
end
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-- game.print(#positions_placed .. ' krakens placed for' .. macro_p.x .. ', ' .. macro_p.y)
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end
end
function Public.ensure_lane_generated_up_to(lane_yvalue, x)
-- make sure lane_yvalue=0 is painted first
local memory = Memory.get_crew_memory()
local highest_x = memory['greatest_overworldx_generated_for_' .. lane_yvalue] or -40
local whilesafety = 0
while whilesafety < 10 and highest_x < x do
whilesafety = whilesafety + 1
highest_x = highest_x + 32 + 7 + 1 -- should be at least maximum island size plus crowsnest platform size plus 1
if lane_yvalue == 0 then
Crowsnest.paint_water_between_overworld_positions(highest_x + 32 + 7 + 1, highest_x + 32 + 7 + 1 + 40)
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-- a little hack that we're updating this here rather than Crowsnest, due to the dependency on Shop to avoid a loop... almost finished 1.0, so too late to figure out how to restructure things for now!
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for _, dest in pairs(memory.destinations) do
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if dest.static_params.upgrade_for_sale and dest.dynamic_data.crowsnest_renderings then
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if rendering.is_valid(dest.dynamic_data.crowsnest_renderings.base_text_rendering) then
rendering.set_text(dest.dynamic_data.crowsnest_renderings.base_text_rendering, {'', Upgrades.crowsnest_display_form[dest.static_params.upgrade_for_sale], ':'})
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end
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for rendering_name, r in pairs(dest.dynamic_data.crowsnest_renderings) do
if type(r) == 'table' and r.text_rendering and rendering.is_valid(r.text_rendering) then
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rendering.set_text(r.text_rendering, Utils.bignumber_abbrevform2(Shop.Captains.main_shop_data_1[dest.static_params.upgrade_for_sale].base_cost[rendering_name]))
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end
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end
end
end
Crowsnest.update_destination_renderings()
end
Public.generate_overworld_destination{x = highest_x, y = lane_yvalue}
end
memory['greatest_overworldx_generated_for_' .. lane_yvalue] = highest_x
end
function Public.is_position_free_to_move_to(p)
local memory = Memory.get_crew_memory()
local ret = true
for _, destination_data in pairs(memory.destinations) do
if p.x >= destination_data.overworld_position.x + 1 and
p.x <= destination_data.overworld_position.x + destination_data.iconized_map_width + Crowsnest.platformwidth - 1 and
p.y >= destination_data.overworld_position.y - destination_data.iconized_map_width/2 - Crowsnest.platformheight/2 + 1 and
p.y <= destination_data.overworld_position.y + destination_data.iconized_map_width/2 + Crowsnest.platformheight/2 - 1
then
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ret = false
break
end
end
return ret
end
function Public.check_for_kraken_collisions()
local memory = Memory.get_crew_memory()
local krakens = memory.overworld_krakens
for i, k in ipairs(krakens) do
local relativex = Crowsnest.platformrightmostedge + k.x - memory.overworldx
local relativey = k.y - memory.overworldy
if (relativex <= 3.5 and relativex >= -3.5 and relativey >= -4 and relativey <= 4) then
Kraken.try_spawn_kraken()
memory.overworld_krakens = Utils.ordered_table_with_index_removed(krakens, i)
end
end
end
function Public.check_for_destination_collisions()
local memory = Memory.get_crew_memory()
-- if memory.overworldx > CoreData.victory_x - 10 then return end
-- to avoid crashing into the finish line...
for _, destination_data in pairs(memory.destinations) do
local relativex = Crowsnest.platformrightmostedge + destination_data.overworld_position.x - memory.overworldx
local relativey = destination_data.overworld_position.y - memory.overworldy
if (relativex == 4 and relativey + destination_data.iconized_map_height/2 >= -3.5 and relativey - destination_data.iconized_map_height/2 <= 3.5) then
--or (relativey - destination_data.iconized_map.height/2 == 5 and (relativex >= -3.5 or relativex <= 4.5)) or (relativey + destination_data.iconized_map.height/2 == -4 and (relativex >= -3.5 or relativex <= 4.5))
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Surfaces.clean_up(Common.current_destination())
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Surfaces.create_surface(destination_data)
local index = destination_data.destination_index
memory.loadingticks = 0
memory.mapbeingloadeddestination_index = index
memory.currentdestination_index = index
memory.boat.state = Boats.enum_state.ATSEA_LOADING_MAP
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script.raise_event(CustomEvents.enum['update_crew_progress_gui'], {})
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local destination = Common.current_destination()
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Surfaces.destination_on_collide(destination)
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Public.cleanup_old_destination_data()
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return true
end
end
return false
end
function Public.cleanup_old_destination_data() --we do actually access destinations behind us (during the cleanup process and for marooned players), so only fire this when safe
local memory = Memory.get_crew_memory()
for i, destination_data in pairs(memory.destinations) do
if destination_data.overworld_position.x < memory.overworldx then
Islands[IslandEnum.enum.CAVE].cleanup_cave_surface(memory.destinations[i])
memory.destinations[i] = nil
end
end
end
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function Public.try_overworld_move_v2(vector) --islands stay, crowsnest moves
local memory = Memory.get_crew_memory()
-- if memory.game_lost or (memory.victory_pause_until_tick and game.tick < memory.victory_pause_until_tick) then return end
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-- if memory.victory_continue_message then
-- memory.victory_continue_message = false
-- Common.notify_force(memory.force, {'pirates.crew_continue_on_freeplay'}, CoreData.colors.notify_victory)
-- end
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if vector.x > 0 then
Public.ensure_lane_generated_up_to(0, memory.overworldx + Crowsnest.Data.visibilitywidth)
Public.ensure_lane_generated_up_to(24, memory.overworldx + Crowsnest.Data.visibilitywidth)
Public.ensure_lane_generated_up_to(-24, memory.overworldx + Crowsnest.Data.visibilitywidth)
-- Public.overwrite_a_dock_upgrade()
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end
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if not Public.is_position_free_to_move_to{x = memory.overworldx + vector.x, y = memory.overworldy+ vector.y} then
if _DEBUG then log(string.format('can\'t move by ' .. vector.x .. ', ' .. vector.y)) end
return false
else
Crowsnest.move_crowsnest(vector.x, vector.y)
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if vector.x > 0 then
-- merchant is disabled
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-- crew bonus resources per x:
-- local crew = Common.crew_get_crew_members()
-- for _, player in pairs(crew) do
-- if Common.validate_player_and_character(player) then
-- local player_index = player.index
-- if memory.classes_table and memory.classes_table[player_index] == Classes.enum.MERCHANT then
-- Common.flying_text_small(player.surface, player.position, '[color=0.97,0.9,0.2]+[/color]')
-- Common.give_items_to_crew{{name = 'coin', count = 50 * vector.x}}
-- end
-- end
-- end
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-- other freebies:
-- for i=1,vector.x do
-- Common.give_items_to_crew(Balance.periodic_free_resources_per_x())
-- end
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-- Makes game hard to balance around this when productivity bonus is not constant.
-- Balance.apply_crew_buffs_per_league(memory.force, vector.x)
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-- add some evo: (this will get reset upon arriving at a destination anyway, so this is just relevant for sea monsters and the like:)
local extra_evo = Balance.base_evolution_leagues(memory.overworldx) - Balance.base_evolution_leagues(memory.overworldx - vector.x)
Common.increment_evo(extra_evo)
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end
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if memory.overworldx >= CoreData.victory_x then
Crew.try_win()
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end
if memory.overworldx % 40 == 0 then
local modal_captain = nil
local modal_captain_time = 0
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for name, time in pairs(memory.captain_accrued_time_data) do
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if time > modal_captain_time then
modal_captain_time = time
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modal_captain = name
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end
end
Highscore.write_score(memory.secs_id, memory.name, modal_captain, memory.completion_time or 0, memory.overworldx, CoreData.version_string, memory.difficulty, memory.max_players_recorded or 0)
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end
return true
end
end
-- UNUSED
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function Public.overwrite_a_dock_upgrade()
local memory = Memory.get_crew_memory()
if (memory.overworldx % (40*8)) == (40*4-1) then -- pick a point that _must_ be visited, i.e. right before a destination
-- POWER upgrade is disabled at docks
-- if (memory.overworldx) == (40*4-1) then -- LEAVE A GAP at x=40*11, because we haven't developed an upgrade to put there yet
-- for _, dest in pairs(memory.destinations) do
-- if dest.type == Surfaces.enum.DOCK then
-- if dest.overworld_position.x == memory.overworldx + 1 + (40*7) then
-- dest.static_params.upgrade_for_sale = Upgrades.enum.MORE_POWER
-- end
-- end
-- end
-- else
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local upgrade_to_overwrite_with
if not memory.dock_overwrite_variable then memory.dock_overwrite_variable = 1 end
local possible_overwrites = {}
if (not memory.merchant_ships_unlocked) then
possible_overwrites[#possible_overwrites + 1] = Upgrades.enum.UNLOCK_MERCHANTS
end
if (not memory.rockets_for_sale) then
possible_overwrites[#possible_overwrites + 1] = Upgrades.enum.ROCKETS_FOR_SALE
end
if #possible_overwrites > 0 then
if memory.dock_overwrite_variable > #possible_overwrites then memory.dock_overwrite_variable = 1 end
upgrade_to_overwrite_with = possible_overwrites[memory.dock_overwrite_variable]
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-- bump the variable up, but only if the list hasn't reduced in length. use a second variable to track this:
if memory.dock_overwrite_variable_2 and memory.dock_overwrite_variable_2 == #possible_overwrites then
memory.dock_overwrite_variable = memory.dock_overwrite_variable + 1
end
memory.dock_overwrite_variable_2 = #possible_overwrites
end
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if upgrade_to_overwrite_with then
for _, dest in pairs(memory.destinations) do
if dest.type == Surfaces.enum.DOCK then
if dest.overworld_position.x == memory.overworldx + 1 + (40*7) then
dest.static_params.upgrade_for_sale = upgrade_to_overwrite_with
end
end
end
end
-- end
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end
end
return Public