1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-03 13:12:11 +02:00
This commit is contained in:
MewMew 2019-10-02 08:50:23 +02:00
parent ea87a446eb
commit 4520b5c4f2

View File

@ -8,7 +8,7 @@ MAGIC > character_build_distance_bonus, character_item_drop_distance_bonus, char
DEXTERITY > character_running_speed_modifier, character_crafting_speed_modifier
VITALITY > character_health_bonus + damage resistance
VITALITY > character_health_bonus
]]
local visuals_delay = 60
@ -21,28 +21,35 @@ end
local classes = {
["engineer"] = "ENGINEER",
["strength"] = "MINER",
["magic"] = "WIZZARD",
["magic"] = "SORCERER",
["dexterity"] = "ROGUE",
["vitality"] = "TANK",
}
local function create_gui_char_button(player)
local function draw_gui_char_button(player)
if player.gui.top.rpg then return end
local b = player.gui.top.add({type = "sprite-button", name = "rpg", caption = "CHAR"})
b.style.font_color = {180,180,180}
b.style.font_color = {165,165,165}
b.style.font = "heading-1"
b.style.minimal_height = 38
b.style.minimal_width = 60
b.style.top_padding = 2
b.style.left_padding = 4
b.style.right_padding = 4
b.style.bottom_padding = 2
b.style.padding = 0
b.style.margin = 0
end
local function update_char_button(player)
if not player.gui.top.rpg then draw_gui_char_button(player) end
if global.rpg[player.index].points_to_distribute > 0 then
player.gui.top.rpg.style.font_color = {255, 50, 50}
else
player.gui.top.rpg.style.font_color = {175,175,175}
end
end
local function update_player_stats(player)
local strength = global.rpg[player.index].strength - 10
player.character_inventory_slots_bonus = strength * 0.2
player.character_mining_speed_modifier = strength * 0.01
player.character_inventory_slots_bonus = strength * 0.1
player.character_mining_speed_modifier = strength * 0.005
local magic = global.rpg[player.index].magic - 10
local v = magic * 0.2
@ -54,7 +61,7 @@ local function update_player_stats(player)
player.character_loot_pickup_distance_bonus = v
local dexterity = global.rpg[player.index].dexterity - 10
player.character_running_speed_modifier = dexterity * 0.005
player.character_running_speed_modifier = dexterity * 0.002
player.character_crafting_speed_modifier = dexterity * 0.01
player.character_health_bonus = (global.rpg[player.index].vitality - 10) * 8
@ -79,6 +86,8 @@ local function add_gui_description(element, value, width)
e.style.single_line = false
e.style.maximal_width = width
e.style.minimal_width = width
e.style.maximal_height = 42
e.style.minimal_height = 42
e.style.font = "default-bold"
e.style.font_color = {175, 175, 200}
e.style.horizontal_align = "right"
@ -87,11 +96,11 @@ local function add_gui_description(element, value, width)
end
local function add_gui_stat(element, value, width)
local e = element.add({type = "sprite-button", caption = value})
local e = element.add({type = "textfield", text = value, read_only = true})
e.style.maximal_width = width
e.style.minimal_width = width
e.style.maximal_height = 40
e.style.minimal_height = 40
e.style.maximal_height = 42
e.style.minimal_height = 42
e.style.font = "default-bold"
e.style.font_color = {222, 222, 222}
e.style.horizontal_align = "center"
@ -102,16 +111,12 @@ end
local function add_gui_increase_stat(element, name, player, width)
local sprite = "virtual-signal/signal-red"
local symbol = ""
if global.rpg[player.index].points_to_distribute <= 0 then
--symbol = " "
sprite = "virtual-signal/signal-black"
end
if global.rpg[player.index].points_to_distribute <= 0 then sprite = "virtual-signal/signal-black" end
local e = element.add({type = "sprite-button", name = name, caption = symbol, sprite = sprite})
e.style.maximal_height = 40
e.style.minimal_height = 40
e.style.maximal_width = width
e.style.minimal_width = width
e.style.maximal_height = 42
e.style.minimal_height = 42
e.style.maximal_width = 42
e.style.minimal_width = 42
e.style.font = "default-large-semibold"
e.style.font_color = {0,0,0}
e.style.horizontal_align = "center"
@ -165,28 +170,36 @@ local function draw_gui(player)
local t = frame.add({type = "table", column_count = 2})
local tt = t.add({type = "table", column_count = 3})
tt.style.cell_padding = 1
local w1 = 115
local w2 = 40
local w1 = 85
local w2 = 63
local tip = "Increases inventory slots and mining speed."
local e = add_gui_description(tt, "STRENGTH", w1)
e.tooltip = "Increases inventory slots and mining speed."
add_gui_stat(tt, global.rpg[player.index].strength, w2)
add_gui_increase_stat(tt, "strength", player, w2)
e.tooltip = tip
local e = add_gui_stat(tt, global.rpg[player.index].strength, w2)
e.tooltip = tip
add_gui_increase_stat(tt, "strength", player)
local tip = "Increases reach distance."
local e = add_gui_description(tt, "MAGIC", w1)
e.tooltip = "Increases reach distance."
add_gui_stat(tt, global.rpg[player.index].magic, w2)
add_gui_increase_stat(tt, "magic", player, w2)
e.tooltip = tip
local e = add_gui_stat(tt, global.rpg[player.index].magic, w2)
e.tooltip = tip
add_gui_increase_stat(tt, "magic", player)
local tip = "Increases running and crafting speed."
local e = add_gui_description(tt, "DEXTERITY", w1)
e.tooltip = "Increases running and crafting speed."
add_gui_stat(tt, global.rpg[player.index].dexterity, w2)
add_gui_increase_stat(tt, "dexterity", player, w2)
e.tooltip = tip
local e = add_gui_stat(tt, global.rpg[player.index].dexterity, w2)
e.tooltip = tip
add_gui_increase_stat(tt, "dexterity", player)
local tip = "Increases your health."
local e = add_gui_description(tt, "VITALITY", w1)
e.tooltip = "Increases health and damage resistance."
add_gui_stat(tt, global.rpg[player.index].vitality, w2)
add_gui_increase_stat(tt, "vitality", player, w2)
e.tooltip = tip
local e = add_gui_stat(tt, global.rpg[player.index].vitality, w2)
e.tooltip = tip
add_gui_increase_stat(tt, "vitality", player)
add_gui_description(tt, "POINTS TO\nDISTRIBUTE", w1)
local e = add_gui_stat(tt, global.rpg[player.index].points_to_distribute, w2)
@ -198,8 +211,8 @@ local function draw_gui(player)
add_gui_description(tt, " ", w2)
add_gui_description(tt, "LIFE", w1)
add_gui_stat(tt, player.character.health, w2)
add_gui_stat(tt, player.character.prototype.max_health + player.character_health_bonus + player.force.character_health_bonus, w2)
add_gui_stat(tt, math.floor(player.character.health), w2)
add_gui_stat(tt, math.floor(player.character.prototype.max_health + player.character_health_bonus + player.force.character_health_bonus), w2)
local shield = 0
local shield_max = 0
@ -217,7 +230,7 @@ local function draw_gui(player)
local tt = t.add({type = "table", column_count = 3})
tt.style.cell_padding = 1
local w0 = 18
local w0 = 2
local w1 = 80
local w2 = 80
@ -231,18 +244,24 @@ local function draw_gui(player)
local value = "+ " .. player.force.character_inventory_slots_bonus + player.character_inventory_slots_bonus
add_gui_stat(tt, value, w2)
add_gui_description(tt, " ", w0)
add_gui_description(tt, " ", w0)
add_gui_description(tt, " ", w0)
local e = add_gui_description(tt, "", w0)
e.style.maximal_height = 16
local e = add_gui_description(tt, "", w0)
e.style.maximal_height = 16
local e = add_gui_description(tt, "", w0)
e.style.maximal_height = 16
add_gui_description(tt, " ", w0)
add_gui_description(tt, "REACH\nDISTANCE", w1)
local value = "+ " .. (player.force.character_reach_distance_bonus + player.character_reach_distance_bonus)
add_gui_stat(tt, value, w2)
add_gui_description(tt, " ", w0)
add_gui_description(tt, " ", w0)
add_gui_description(tt, " ", w0)
local e = add_gui_description(tt, "", w0)
e.style.maximal_height = 16
local e = add_gui_description(tt, "", w0)
e.style.maximal_height = 16
local e = add_gui_description(tt, "", w0)
e.style.maximal_height = 16
add_gui_description(tt, " ", w0)
add_gui_description(tt, "CRAFTING\nSPEED", w1)
@ -254,19 +273,26 @@ local function draw_gui(player)
local value = (player.force.character_running_speed_modifier + player.character_running_speed_modifier + 1) * 100 .. "%"
add_gui_stat(tt, value, w2)
add_gui_description(tt, " ", w0)
add_gui_description(tt, " ", w0)
add_gui_description(tt, " ", w0)
local e = add_gui_description(tt, "", w0)
e.style.maximal_height = 16
local e = add_gui_description(tt, "", w0)
e.style.maximal_height = 16
local e = add_gui_description(tt, "", w0)
e.style.maximal_height = 16
add_gui_description(tt, " ", w0)
add_gui_description(tt, "HEALTH\nBONUS", w1)
local value = "+ " .. (player.force.character_health_bonus + player.character_health_bonus)
add_gui_stat(tt, value, w2)
--[[
add_gui_description(tt, " ", w0)
add_gui_description(tt, "DAMAGE\nRESISTANCE", w1)
local value = 0 .. "%"
add_gui_stat(tt, value, w2)
]]
update_char_button(player)
end
local function draw_level_text(player)
@ -275,19 +301,17 @@ local function draw_level_text(player)
global.rpg[player.index].text = nil
end
local scale = 1.0 + global.rpg[player.index].level * 0.01
if scale > 2 then scale = 2 end
global.rpg[player.index].text = rendering.draw_text{
text = "lvl " .. global.rpg[player.index].level,
surface = player.surface,
target = player.character,
target_offset = {-0.05, -3},
color = {
r = player.color.r * 0.6 + 0.25,
g = player.color.g * 0.6 + 0.25,
b = player.color.b * 0.6 + 0.25,
a = 1
},
color = player.chat_color,
--time_to_live = 600,
scale = 1.0 + global.rpg[player.index].level * 0.01,
scale = scale,
font = "scenario-message-dialog",
alignment = "center",
scale_with_zoom = false
@ -295,13 +319,26 @@ local function draw_level_text(player)
end
local function level_up(player)
global.rpg[player.index].level = global.rpg[player.index].level + 1
global.rpg[player.index].points_to_distribute = global.rpg[player.index].points_to_distribute + 5
global.rpg[player.index].level = 1
for k, level in pairs(experience_levels) do
if global.rpg[player.index].xp > level then
global.rpg[player.index].level = k
else
break
end
end
draw_level_text(player)
draw_gui(player)
if global.rpg[player.index].level == 1 then return end
global.rpg[player.index].points_to_distribute = global.rpg[player.index].points_to_distribute + 5
update_char_button(player)
player.create_local_flying_text{text="LEVEL UP", position=player.position, color={r = 255, g = 255, b = 0}, time_to_live=180, speed=1}
player.play_sound{path="utility/achievement_unlocked", volume_modifier=0.80}
end
local function gain_xp(player, amount)
amount = math.round(amount, 3)
global.rpg[player.index].xp = global.rpg[player.index].xp + amount
global.rpg[player.index].xp_since_last_floaty_text = global.rpg[player.index].xp_since_last_floaty_text + amount
if not experience_levels[global.rpg[player.index].level + 1] then return end
@ -310,7 +347,7 @@ local function gain_xp(player, amount)
return
end
if global.rpg[player.index].last_floaty_text > game.tick then return end
player.create_local_flying_text{text="+" .. global.rpg[player.index].xp_since_last_floaty_text .. " xp", position=player.position, color={r = 177, g = 177, b = 177}, time_to_live=120, speed=1}
player.create_local_flying_text{text="+" .. global.rpg[player.index].xp_since_last_floaty_text .. " xp", position=player.position, color={r = 177, g = 177, b = 177}, time_to_live=120, speed=2}
if player.gui.left.rpg then draw_gui(player) end
global.rpg[player.index].xp_since_last_floaty_text = 0
global.rpg[player.index].last_floaty_text = game.tick + visuals_delay
@ -349,17 +386,17 @@ end
local xp_yield = {
["small-biter"] = 1,
["medium-biter"] = 2,
["big-biter"] = 3,
["behemoth-biter"] = 5,
["big-biter"] = 4,
["behemoth-biter"] = 8,
["small-spitter"] = 1,
["medium-spitter"] = 2,
["big-spitter"] = 3,
["behemoth-spitter"] = 5,
["spitter-spawner"] = 32,
["biter-spawner"] = 32,
["small-worm-turret"] = 8,
["medium-worm-turret"] = 16,
["big-worm-turret"] = 24
["big-spitter"] = 4,
["behemoth-spitter"] = 8,
["spitter-spawner"] = 16,
["biter-spawner"] = 16,
["small-worm-turret"] = 6,
["medium-worm-turret"] = 12,
["big-worm-turret"] = 18
}
local function on_entity_died(event)
@ -374,6 +411,14 @@ local function on_entity_died(event)
gain_xp(event.cause.player, xp)
end
local function on_entity_damaged(event)
if not event.entity.valid then return end
if event.final_damage_amount == 0 then return end
if not event.entity.player then return end
if event.entity.name ~= "character" then return end
gain_xp(event.entity.player, event.final_damage_amount * 0.25)
end
local function on_player_changed_position(event)
local player = game.players[event.player_index]
if not player.character then return end
@ -391,12 +436,11 @@ end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not global.rpg[player.index] then
global.rpg[player.index] = {level = 0, xp = 0, strength = 10, magic = 10, dexterity = 10, vitality = 10, points_to_distribute = -5, last_floaty_text = visuals_delay, xp_since_last_floaty_text = 0}
global.rpg[player.index] = {level = 0, xp = 0, strength = 10, magic = 10, dexterity = 10, vitality = 10, points_to_distribute = 0, last_floaty_text = visuals_delay, xp_since_last_floaty_text = 0}
end
create_gui_char_button(player)
draw_gui_char_button(player)
level_up(player)
update_player_stats(player)
draw_gui(player)
end
local function on_init(event)
@ -408,5 +452,6 @@ event.on_init(on_init)
event.add(defines.events.on_gui_click, on_gui_click)
event.add(defines.events.on_player_changed_position, on_player_changed_position)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
event.add(defines.events.on_player_joined_game, on_player_joined_game)