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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00

Merge pull request #252 from ComfyFactory/changes

Various fixes and tweaks
This commit is contained in:
Gerkiz 2022-04-18 01:21:20 +02:00 committed by GitHub
commit 4fdcbd3fca
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GPG Key ID: 4AEE18F83AFDEB23
24 changed files with 983 additions and 608 deletions

View File

@ -143,6 +143,7 @@ angels-ore6=umber
gui_1=First wave in
gui_2=Wave:
gui_3=Threat:
gui_4=Paused for:
tooltip_1=High threat may empower biters.\nBiter health: __1__%\nMax active biters: __2__~
tooltip_2=gain / minute

View File

@ -86,6 +86,9 @@ no_mana=Not enough mana!
mana_label=Mana Settings:
tooltip_check=Checked: true\nUnchecked: false
info_text_label=Common RPG settings. These settings are per player basis.
spellbook_label=Spellbook - explains the requirement for each spell.
entity_spells_label=Normal Spells
special_spells_label=Special Spells
health_text_label=Show health/mana bar?
health_only_text_label=Show health bar?
reset_text_label=Reset your skillpoints?
@ -109,9 +112,6 @@ cast_spell_enabled_label=Casting spells with fish has been enabled!
cast_spell_disabled_label=Casting spells with fish has been disabled!
magic_tooltip=When simply constructing items is not enough.\nNOTE! Use Raw-fish to cast spells.
magic_spell=Select what entity to spawn
magic_item_requirement=__1__ [item=__2__] requires __3__ mana to cast. Level: __4__\n
magic_entity_requirement=__1__ [entity=__2__] requires __3__ mana to cast. Level: __4__\n
magic_special_requirement=__1__ __2__ requires __3__ mana to cast. Level: __4__\n
allocation_settings_label=Allocations Settings:
allocation_label=Select what skill to auto-allocate.
allocation_tooltip=This will automatically allocate all available points to the given node.
@ -128,6 +128,8 @@ distractor=Distractor Capsule
warp=Warp Gate
pointy_explosives=Detonate Chest
repair_aoe=Repair AOE
charge=Charge
eternal_blades=Eternal Blades
[allocations]

View File

@ -42,7 +42,7 @@ local function create_particles(data)
if not surface or not surface.valid then
return
end
for i = 1, amount, 1 do
for _ = 1, amount, 1 do
local m = random(6, 12)
local m2 = m * 0.005

View File

@ -87,10 +87,6 @@ function Public.enable_poison_defense(pos)
end
pos = pos or locomotive.position
create_defense_system({x = pos.x, y = pos.y}, 'poison-cloud', pos)
if random(1, 4) == 1 then
local random_angles = {rad(random(344))}
create_defense_system({x = pos.x + 24 * cos(random_angles[1]), y = pos.y + -24 * sin(random_angles[1])}, 'poison-cloud', pos)
end
end
function Public.enable_robotic_defense(pos)
@ -104,10 +100,6 @@ function Public.enable_robotic_defense(pos)
pos = pos or locomotive.position
create_defense_system({x = pos.x, y = pos.y}, 'destroyer-capsule', pos)
if random(1, 4) == 1 then
local random_angles = {rad(random(324))}
create_defense_system({x = pos.x + 24 * cos(random_angles[1]), y = pos.y + -24 * sin(random_angles[1])}, 'destroyer-capsule', pos)
end
end
return Public

View File

@ -172,7 +172,6 @@ function Public.reset_map()
RPG.enable_health_and_mana_bars(true)
RPG.enable_wave_defense(true)
RPG.enable_mana(true)
RPG.enable_flame_boots(true)
RPG.personal_tax_rate(0.4)
RPG.enable_stone_path(true)
RPG.enable_aoe_punch(true)
@ -497,7 +496,6 @@ local on_tick = function()
end
local on_init = function()
local this = WPT.get()
Public.reset_map()
game.map_settings.path_finder.general_entity_collision_penalty = 10 -- Recommended value
@ -511,11 +509,6 @@ local on_init = function()
Difficulty.set_tooltip(tooltip)
this.rocks_yield_ore_maximum_amount = 500
this.type_modifier = 1
this.rocks_yield_ore_base_amount = 40
this.rocks_yield_ore_distance_modifier = 0.020
local T = Map.Pop_info()
T.localised_category = 'mountain_fortress_v3'
T.main_caption_color = {r = 150, g = 150, b = 0}

View File

@ -120,17 +120,17 @@ local valid_rocks = {
}
local valid_trees = {
['dead-tree-desert'] = true,
['dead-dry-hairy-tree'] = true,
['dry-hairy-tree'] = true,
['tree-06'] = true,
['tree-06-brown'] = true,
['dry-tree'] = true,
['tree-01'] = true,
['tree-02-red'] = true,
['tree-03'] = true,
['tree-04'] = true,
['tree-08-brown'] = true
['dead-tree-desert'] = 'wood',
['dead-dry-hairy-tree'] = 'wood',
['dry-hairy-tree'] = 'wood',
['tree-06'] = 'wood',
['tree-06-brown'] = 'wood',
['dry-tree'] = 'wood',
['tree-01'] = 'iron-ore',
['tree-02-red'] = 'copper-ore',
['tree-03'] = 'coal',
['tree-04'] = 'coal',
['tree-08-brown'] = 'stone'
}
local valid_scrap = {
@ -143,15 +143,6 @@ local valid_scrap = {
['mineable-wreckages'] = true
}
local reward_wood = {
['dead-tree-desert'] = true,
['dead-dry-hairy-tree'] = true,
['dry-hairy-tree'] = true,
['tree-06'] = true,
['tree-06-brown'] = true,
['dry-tree'] = true
}
local rock_yield = {
['rock-big'] = 1,
['rock-huge'] = 2,
@ -197,31 +188,27 @@ local function create_particles(surface, name, position, amount, cause_position)
end
end
local function mining_chances_ores()
local data = {
{name = 'iron-ore', chance = 26},
{name = 'copper-ore', chance = 21},
{name = 'coal', chance = 17},
{name = 'stone', chance = 6},
{name = 'uranium-ore', chance = 2}
}
return data
end
local mining_chances_ores = {
{name = 'iron-ore', chance = 26},
{name = 'copper-ore', chance = 21},
{name = 'coal', chance = 17},
{name = 'stone', chance = 6},
{name = 'uranium-ore', chance = 2}
}
local harvest_raffle_ores = {}
for _, t in pairs(mining_chances_ores()) do
for _ = 1, t.chance, 1 do
harvest_raffle_ores[#harvest_raffle_ores + 1] = t.name
for _, data in pairs(mining_chances_ores) do
for _ = 1, data.chance, 1 do
harvest_raffle_ores[#harvest_raffle_ores + 1] = data.name
end
end
local size_of_ore_raffle = #harvest_raffle_ores
local scrap_raffle = {}
for _, t in pairs(mining_chance_weights) do
for _ = 1, t.chance, 1 do
scrap_raffle[#scrap_raffle + 1] = t.name
for _, data in pairs(mining_chance_weights) do
for _ = 1, data.chance, 1 do
scrap_raffle[#scrap_raffle + 1] = data.name
end
end
@ -229,10 +216,11 @@ local size_of_scrap_raffle = #scrap_raffle
local function get_amount(data)
local entity = data.entity
local t_modifier = WPT.get('type_modifier')
local rocks_yield_ore_distance_modifier = WPT.get('rocks_yield_ore_distance_modifier')
local rocks_yield_ore_base_amount = WPT.get('rocks_yield_ore_base_amount')
local rocks_yield_ore_maximum_amount = WPT.get('rocks_yield_ore_maximum_amount')
local mining_utils = WPT.get('mining_utils')
local t_modifier = mining_utils.type_modifier
local rocks_yield_ore_distance_modifier = mining_utils.rocks_yield_ore_distance_modifier
local rocks_yield_ore_base_amount = mining_utils.rocks_yield_ore_base_amount
local rocks_yield_ore_maximum_amount = mining_utils.rocks_yield_ore_maximum_amount
local distance_to_center = floor(sqrt(entity.position.x ^ 2 + entity.position.y ^ 2))
local type_modifier = 1
local amount
@ -301,20 +289,11 @@ local function randomness(data)
harvest_amount = get_amount(data)
local n = entity.name
if n == 'tree-08-brown' then
harvest = 'stone'
elseif n == 'tree-04' then
harvest = 'coal'
elseif n == 'tree-02-red' then
harvest = 'copper-ore'
elseif n == 'tree-01' then
harvest = 'iron-ore'
elseif n == 'tree-03' then
harvest = 'coal'
elseif reward_wood[n] then
harvest = 'wood'
harvest_amount = random(1, 20)
if valid_trees[entity.name] then
harvest = valid_trees[entity.name]
if harvest == 'wood' then
harvest_amount = random(1, 20)
end
else
harvest = harvest_raffle_ores[random(1, size_of_ore_raffle)]
end
@ -431,8 +410,10 @@ function Public.on_player_mined_entity(event)
is_scrap = true
end
local buffer = event.buffer
if valid_rocks[entity.name] or valid_trees[entity.name] or is_scrap then
event.buffer.clear()
buffer.clear()
local data = {
entity = entity,

View File

@ -234,7 +234,14 @@ function Public.reset_table()
shuffled_zones = nil
}
this.alert_zone_1 = false -- alert the players
this.radars_reveal_new_chunks = false -- allows for the player to explore the map instead
this.radars_reveal_new_chunks = false -- allows for the player to explore the map instead,
this.mining_utils = {
rocks_yield_ore_maximum_amount = 500,
type_modifier = 1,
rocks_yield_ore_base_amount = 40,
rocks_yield_ore_distance_modifier = 0.020
}
for k, _ in pairs(this.players) do
this.players[k] = {}

View File

@ -182,7 +182,7 @@ local function poll_difficulty(player)
type = 'flow'
}
label_flow.add({type = 'label', caption = '- - - - - - - - - - - - - - - - - -'})
inside_frame.add({type = 'line'})
label_flow.style.horizontal_align = 'center'
label_flow.style.horizontally_stretchable = true
@ -205,6 +205,8 @@ local function poll_difficulty(player)
b.style.font = 'heading-3'
b.style.minimal_width = 96
b.enabled = false
inside_frame.add({type = 'line'})
end
local function set_difficulty()

View File

@ -122,7 +122,7 @@ commands.add_command(
player.play_sound {path = 'utility/scenario_message', volume_modifier = 1}
player.print(msg)
else
player.print('Please type a name of a player who is connected.', Color.warning)
player.print('[Stats] Please type a name of a player who is connected.', Color.warning)
end
end
)

View File

@ -2,6 +2,7 @@ local Public = require 'modules.rpg.table'
local Task = require 'utils.task'
local Gui = require 'utils.gui'
local Color = require 'utils.color_presets'
local BiterHealthBooster = require 'modules.biter_health_booster_v2'
local P = require 'utils.player_modifiers'
local Token = require 'utils.token'
local Alert = require 'utils.alert'
@ -12,9 +13,11 @@ local xp_floating_text_color = Public.xp_floating_text_color
local experience_levels = Public.experience_levels
local points_per_level = Public.points_per_level
local settings_level = Public.gui_settings_levels
local round = math.round
local floor = math.floor
local random = math.random
local round = math.round
local abs = math.abs
--RPG Frames
local main_frame_name = Public.main_frame_name
@ -41,7 +44,7 @@ local desync =
end
local surface = data.surface
local fake_shooter = surface.create_entity({name = 'character', position = entity.position, force = 'enemy'})
for i = 1, 3 do
for _ = 1, 3 do
surface.create_entity(
{
name = 'explosive-rocket',
@ -155,6 +158,98 @@ local function level_up(player)
Public.level_up_effects(player)
end
local function has_health_boost(entity, damage, final_damage_amount, cause)
local biter_health_boost = BiterHealthBooster.get('biter_health_boost')
local biter_health_boost_units = BiterHealthBooster.get('biter_health_boost_units')
local get_health_pool
if not entity.valid then
return
end
--Handle the custom health pool of the biter health booster, if it is used in the map.
if biter_health_boost then
local health_pool = biter_health_boost_units[entity.unit_number]
if health_pool then
get_health_pool = health_pool[1]
--Set entity health relative to health pool
local max_health = health_pool[3].max_health
local m = health_pool[1] / max_health
local final_health = round(entity.prototype.max_health * m)
health_pool[1] = round(health_pool[1] + final_damage_amount)
health_pool[1] = round(health_pool[1] - damage)
--Set entity health relative to health pool
entity.health = final_health
if health_pool[1] <= 0 then
local entity_number = entity.unit_number
entity.die(entity.force.name, cause)
if biter_health_boost_units[entity_number] then
biter_health_boost_units[entity_number] = nil
end
end
else
entity.health = entity.health + final_damage_amount
entity.health = entity.health - damage
if entity.health <= 0 then
entity.die(cause.force.name, cause)
end
end
else
--Handle vanilla damage.
entity.health = entity.health + final_damage_amount
entity.health = entity.health - damage
if entity.health <= 0 then
entity.die(cause.force.name, cause)
end
end
return get_health_pool
end
local function set_health_boost(entity, damage, cause)
local biter_health_boost = BiterHealthBooster.get('biter_health_boost')
local biter_health_boost_units = BiterHealthBooster.get('biter_health_boost_units')
local get_health_pool
if not entity.valid then
return
end
--Handle the custom health pool of the biter health booster, if it is used in the map.
if biter_health_boost then
local health_pool = biter_health_boost_units[entity.unit_number]
if health_pool then
get_health_pool = health_pool[1]
--Set entity health relative to health pool
local max_health = health_pool[3].max_health
local m = health_pool[1] / max_health
local final_health = round(entity.prototype.max_health * m)
health_pool[1] = round(health_pool[1] - damage)
--Set entity health relative to health pool
entity.health = final_health
if health_pool[1] <= 0 then
local entity_number = entity.unit_number
entity.die(entity.force.name, cause)
if biter_health_boost_units[entity_number] then
biter_health_boost_units[entity_number] = nil
end
end
end
end
return get_health_pool
end
local function add_to_global_pool(amount, personal_tax)
local rpg_extra = Public.get('rpg_extra')
@ -480,6 +575,95 @@ function Public.update_health(player)
end
end
function Public.log_aoe_punch(callback)
local debug = Public.get('rpg_extra').debug_aoe_punch
if not debug then
return
end
callback()
end
--Melee damage modifier
function Public.aoe_punch(character, target, damage, get_health_pool)
if not (target and target.valid) then
return
end
local base_vector = {target.position.x - character.position.x, target.position.y - character.position.y}
local vector = {base_vector[1], base_vector[2]}
vector[1] = vector[1] * 1000
vector[2] = vector[2] * 1000
character.surface.create_entity({name = 'blood-explosion-huge', position = target.position})
if abs(vector[1]) > abs(vector[2]) then
local d = abs(vector[1])
if abs(vector[1]) > 0 then
vector[1] = vector[1] / d
end
if abs(vector[2]) > 0 then
vector[2] = vector[2] / d
end
else
local d = abs(vector[2])
if abs(vector[2]) > 0 then
vector[2] = vector[2] / d
end
if abs(vector[1]) > 0 and d > 0 then
vector[1] = vector[1] / d
end
end
vector[1] = vector[1] * 1.5
vector[2] = vector[2] * 1.5
local a = 0.20
local cs = character.surface
local cp = character.position
for i = 1, 16, 1 do
for x = i * -1 * a, i * a, 1 do
for y = i * -1 * a, i * a, 1 do
local p = {cp.x + x + vector[1] * i, cp.y + y + vector[2] * i}
cs.create_trivial_smoke({name = 'train-smoke', position = p})
for _, e in pairs(cs.find_entities({{p[1] - a, p[2] - a}, {p[1] + a, p[2] + a}})) do
if e.valid then
if e.health then
if e.destructible and e.minable and e.force.index ~= 3 then
if e.force.index ~= character.force.index then
if get_health_pool then
local max_unit_health = floor(get_health_pool * 0.00015)
if max_unit_health <= 0 then
max_unit_health = 4
end
if max_unit_health >= 10 then
max_unit_health = 10
end
local final = floor(damage * max_unit_health)
set_health_boost(e, final, character)
if e.valid and e.health <= 0 and get_health_pool <= 0 then
e.die(e.force.name, character)
end
else
if e.valid then
e.health = e.health - damage * 0.05
if e.health <= 0 then
e.die(e.force.name, character)
end
end
end
end
end
end
end
end
end
end
end
end
function Public.level_limit_exceeded(player, value)
local rpg_extra = Public.get('rpg_extra')
local rpg_t = Public.get_value_from_player(player.index)
@ -617,6 +801,19 @@ function Public.get_melee_modifier(player)
return total
end
function Public.get_area_of_effect_range(player)
local rpg_t = Public.get_value_from_player(player.index)
if not rpg_t then
return false
end
local total = (rpg_t.level - 10) * 0.05
if rpg_t.level < 10 then
total = 1
end
return total
end
function Public.get_final_damage_modifier(player)
local rpg_t = Public.get_value_from_player(player.index)
if not rpg_t then
@ -774,7 +971,6 @@ function Public.rpg_reset_player(player, one_time_reset)
dropdown_select_index2 = 1,
dropdown_select_index3 = 1,
allocate_index = 1,
flame_boots = false,
explosive_bullets = false,
enable_entity_spawn = false,
health_bar = rpg_t.health_bar,
@ -817,7 +1013,6 @@ function Public.rpg_reset_player(player, one_time_reset)
dropdown_select_index2 = 1,
dropdown_select_index3 = 1,
allocate_index = 1,
flame_boots = false,
explosive_bullets = false,
enable_entity_spawn = false,
points_left = 0,
@ -983,8 +1178,6 @@ function Public.global_pool(players, count)
end
rpg_extra.global_pool = rpg_extra.leftover_pool or 0
return
end
local damage_player_over_time_token =
@ -1021,4 +1214,7 @@ function Public.distribute_pool()
print('Distributed the global XP pool')
end
Public.has_health_boost = has_health_boost
Public.set_health_boost = set_health_boost
Public.add_to_global_pool = add_to_global_pool

View File

@ -17,6 +17,9 @@ local main_frame_name = Public.main_frame_name
local draw_main_frame_name = Public.draw_main_frame_name
local close_main_frame_name = Public.close_main_frame_name
local settings_button_name = Public.settings_button_name
local settings_tooltip_frame = Public.settings_tooltip_frame
local close_settings_tooltip_frame = Public.close_settings_tooltip_frame
local settings_tooltip_name = Public.settings_tooltip_name
local settings_frame_name = Public.settings_frame_name
local discard_button_name = Public.discard_button_name
local save_button_name = Public.save_button_name
@ -459,6 +462,21 @@ function Public.remove_frame(player)
end
end
function Public.clear_settings_frames(player)
local screen = player.gui.screen
local center = player.gui.center
local setting_tooltip_frame = center[settings_tooltip_frame]
local setting_frame = screen[settings_frame_name]
if setting_tooltip_frame then
remove_target_frame(setting_tooltip_frame)
end
if setting_frame then
remove_target_frame(setting_frame)
end
end
local toggle = Public.toggle
Public.remove_main_frame = remove_main_frame
@ -501,7 +519,6 @@ Gui.on_click(
local spell_gui_input3 = data.spell_gui_input3
local magic_pickup_gui_input = data.magic_pickup_gui_input
local movement_speed_gui_input = data.movement_speed_gui_input
local flame_boots_gui_input = data.flame_boots_gui_input
local explosive_bullets_gui_input = data.explosive_bullets_gui_input
local enable_entity_gui_input = data.enable_entity_gui_input
local stone_path_gui_input = data.stone_path_gui_input
@ -539,14 +556,6 @@ Gui.on_click(
end
end
if flame_boots_gui_input and flame_boots_gui_input.valid then
if not flame_boots_gui_input.state then
rpg_t.flame_boots = false
elseif flame_boots_gui_input.state then
rpg_t.flame_boots = true
end
end
if explosive_bullets_gui_input and explosive_bullets_gui_input.valid then
if not explosive_bullets_gui_input.state then
rpg_t.explosive_bullets = false
@ -672,6 +681,26 @@ Gui.on_click(
end
)
Gui.on_click(
close_settings_tooltip_frame,
function(event)
local is_spamming = SpamProtection.is_spamming(event.player, nil, 'RPG Close Button')
if is_spamming then
return
end
local player = event.player
local center = player.gui.center
if not player or not player.valid or not player.character then
return
end
local main_frame = center[settings_tooltip_frame]
if main_frame and main_frame.valid then
remove_target_frame(main_frame)
end
end
)
Gui.on_click(
settings_button_name,
function(event)
@ -695,11 +724,41 @@ Gui.on_click(
Gui.remove_data_recursively(frame)
frame.destroy()
else
ComfyGui.clear_all_center_frames(player)
Public.extra_settings(player)
end
end
)
Gui.on_click(
settings_tooltip_name,
function(event)
local is_spamming = SpamProtection.is_spamming(event.player, nil, 'RPG Settings Tooltip Button')
if is_spamming then
return
end
local player = event.player
if not player or not player.valid or not player.character then
return
end
local surface_name = Public.get('rpg_extra').surface_name
if sub(player.surface.name, 0, #surface_name) ~= surface_name then
return
end
local center = player.gui.center
local main_frame = center[settings_tooltip_frame]
if main_frame and main_frame.valid then
remove_target_frame(main_frame)
else
ComfyGui.clear_all_center_frames(player)
ComfyGui.clear_all_screen_frames(player)
Public.settings_tooltip(player)
end
end
)
Gui.on_click(
enable_spawning_frame_name,
function(event)

View File

@ -24,15 +24,6 @@ local round = math.round
local floor = math.floor
local random = math.random
local sqrt = math.sqrt
local abs = math.abs
local function log_aoe_punch(callback)
local debug = Public.get('rpg_extra').debug_aoe_punch
if not debug then
return
end
callback()
end
local function on_gui_click(event)
if not event then
@ -408,233 +399,6 @@ local function regen_mana_player(players)
end
end
local function give_player_flameboots(player)
local rpg_t = Public.get_value_from_player(player.index)
if not rpg_t then
return
end
if not rpg_t.flame_boots then
return
end
if not player.character then
return
end
if player.character.driving then
return
end
if not rpg_t.mana then
return
end
if rpg_t.mana <= 0 then
player.print(({'rpg_main.flame_boots_worn_out'}), {r = 0.22, g = 0.77, b = 0.44})
rpg_t.flame_boots = false
return
end
if rpg_t.mana % 500 == 0 then
player.print(({'rpg_main.flame_mana_remaining', rpg_t.mana}), {r = 0.22, g = 0.77, b = 0.44})
end
local p = player.position
player.surface.create_entity({name = 'fire-flame', position = p})
rpg_t.mana = rpg_t.mana - 5
if rpg_t.mana <= 0 then
rpg_t.mana = 0
end
if player.gui.screen[main_frame_name] then
local f = player.gui.screen[main_frame_name]
local data = Gui.get_data(f)
if data.mana and data.mana.valid then
data.mana.caption = rpg_t.mana
end
end
end
local function has_health_boost(entity, damage, final_damage_amount, cause)
local biter_health_boost = BiterHealthBooster.get('biter_health_boost')
local biter_health_boost_units = BiterHealthBooster.get('biter_health_boost_units')
local get_health_pool
--Handle the custom health pool of the biter health booster, if it is used in the map.
if biter_health_boost then
local health_pool = biter_health_boost_units[entity.unit_number]
if health_pool then
get_health_pool = health_pool[1]
--Set entity health relative to health pool
local max_health = health_pool[3].max_health
local m = health_pool[1] / max_health
local final_health = round(entity.prototype.max_health * m)
health_pool[1] = round(health_pool[1] + final_damage_amount)
health_pool[1] = round(health_pool[1] - damage)
--Set entity health relative to health pool
entity.health = final_health
if health_pool[1] <= 0 then
local entity_number = entity.unit_number
entity.die(entity.force.name, cause)
if biter_health_boost_units[entity_number] then
biter_health_boost_units[entity_number] = nil
end
end
else
entity.health = entity.health + final_damage_amount
entity.health = entity.health - damage
if entity.health <= 0 then
entity.die(cause.force.name, cause)
end
end
else
--Handle vanilla damage.
entity.health = entity.health + final_damage_amount
entity.health = entity.health - damage
if entity.health <= 0 then
entity.die(cause.force.name, cause)
end
end
return get_health_pool
end
local function set_health_boost(entity, damage, cause)
local biter_health_boost = BiterHealthBooster.get('biter_health_boost')
local biter_health_boost_units = BiterHealthBooster.get('biter_health_boost_units')
local get_health_pool
--Handle the custom health pool of the biter health booster, if it is used in the map.
if biter_health_boost then
local health_pool = biter_health_boost_units[entity.unit_number]
if health_pool then
get_health_pool = health_pool[1]
--Set entity health relative to health pool
local max_health = health_pool[3].max_health
local m = health_pool[1] / max_health
local final_health = round(entity.prototype.max_health * m)
health_pool[1] = round(health_pool[1] - damage)
--Set entity health relative to health pool
entity.health = final_health
if health_pool[1] <= 0 then
local entity_number = entity.unit_number
entity.die(entity.force.name, cause)
if biter_health_boost_units[entity_number] then
biter_health_boost_units[entity_number] = nil
end
end
end
end
return get_health_pool
end
--Melee damage modifier
local function aoe_punch(character, target, damage, get_health_pool)
if not (target and target.valid) then
return
end
local base_vector = {target.position.x - character.position.x, target.position.y - character.position.y}
local vector = {base_vector[1], base_vector[2]}
vector[1] = vector[1] * 1000
vector[2] = vector[2] * 1000
character.surface.create_entity(
{
name = 'flying-text',
position = {character.position.x + base_vector[1] * 0.5, character.position.y + base_vector[2] * 0.5},
text = ({'rpg_main.aoe_punch_text'}),
color = {255, 0, 0}
}
)
character.surface.create_entity({name = 'blood-explosion-huge', position = target.position})
character.surface.create_entity(
{
name = 'big-artillery-explosion',
position = {target.position.x + vector[1] * 0.5, target.position.y + vector[2] * 0.5}
}
)
if abs(vector[1]) > abs(vector[2]) then
local d = abs(vector[1])
if abs(vector[1]) > 0 then
vector[1] = vector[1] / d
end
if abs(vector[2]) > 0 then
vector[2] = vector[2] / d
end
else
local d = abs(vector[2])
if abs(vector[2]) > 0 then
vector[2] = vector[2] / d
end
if abs(vector[1]) > 0 and d > 0 then
vector[1] = vector[1] / d
end
end
vector[1] = vector[1] * 1.5
vector[2] = vector[2] * 1.5
local a = 0.20
local cs = character.surface
local cp = character.position
for i = 1, 16, 1 do
for x = i * -1 * a, i * a, 1 do
for y = i * -1 * a, i * a, 1 do
local p = {cp.x + x + vector[1] * i, cp.y + y + vector[2] * i}
cs.create_trivial_smoke({name = 'train-smoke', position = p})
for _, e in pairs(cs.find_entities({{p[1] - a, p[2] - a}, {p[1] + a, p[2] + a}})) do
if e.valid then
if e.health then
if e.destructible and e.minable and e.force.index ~= 3 then
if e.force.index ~= character.force.index then
if get_health_pool then
local max_unit_health = floor(get_health_pool * 0.00015)
if max_unit_health <= 0 then
max_unit_health = 4
end
if max_unit_health >= 10 then
max_unit_health = 10
end
local final = floor(damage * max_unit_health)
set_health_boost(e, final, character)
if e.valid and e.health <= 0 and get_health_pool <= 0 then
e.die(e.force.name, character)
end
else
if e.valid then
e.health = e.health - damage * 0.05
if e.health <= 0 then
e.die(e.force.name, character)
end
end
end
end
end
end
end
end
end
end
end
end
local function is_position_near(area, entity)
local status = false
@ -645,7 +409,7 @@ local function is_position_near(area, entity)
return pos.x >= lt.x and pos.y >= lt.y and pos.x <= rb.x and pos.y <= rb.y
end
if inside(entity, area) then
if inside(entity) then
status = true
end
@ -755,7 +519,7 @@ local function on_entity_damaged(event)
)
end
local get_health_pool = has_health_boost(entity, damage, final_damage_amount, cause)
local get_health_pool = Public.has_health_boost(entity, damage, final_damage_amount, cause)
--Cause a one punch.
if enable_aoe_punch then
@ -763,7 +527,7 @@ local function on_entity_damaged(event)
local chance = Public.get_aoe_punch_chance(cause.player) * 10
local chance_to_hit = random(0, 999)
local success = chance_to_hit < chance
log_aoe_punch(
Public.log_aoe_punch(
function()
if success then
print('[OnePunch]: Chance: ' .. chance .. ' Chance to hit: ' .. chance_to_hit .. ' Success: true' .. ' Damage: ' .. damage)
@ -772,10 +536,11 @@ local function on_entity_damaged(event)
end
end
)
if success then
aoe_punch(cause, entity, damage, get_health_pool) -- only kill the biters if their health is below or equal to zero
return
end
-- if success then
log(serpent.block('hit'))
Public.aoe_punch(cause, entity, damage, get_health_pool) -- only kill the biters if their health is below or equal to zero
return
-- end
end
end
@ -844,12 +609,6 @@ local function on_player_changed_position(event)
return
end
local enable_flame_boots = Public.get('rpg_extra').enable_flame_boots
if enable_flame_boots then
give_player_flameboots(player)
end
if random(1, 64) ~= 1 then
return
end
@ -1011,7 +770,7 @@ end
local function get_near_coord_modifier(range)
local coord = {x = (range * -1) + random(0, range * 2), y = (range * -1) + random(0, range * 2)}
for i = 1, 5, 1 do
for _ = 1, 5, 1 do
local new_coord = {x = (range * -1) + random(0, range * 2), y = (range * -1) + random(0, range * 2)}
if new_coord.x ^ 2 + new_coord.y ^ 2 < coord.x ^ 2 + coord.y ^ 2 then
coord = new_coord
@ -1090,7 +849,7 @@ local function on_player_used_capsule(event)
return
end
local conjure_items = Public.spells
local conjure_items = Public.all_spells
local projectile_types = Public.get_projectiles
local player = game.players[event.player_index]
@ -1133,8 +892,8 @@ local function on_player_used_capsule(event)
local mana = rpg_t.mana
local surface = player.surface
local object = conjure_items[rpg_t.dropdown_select_index]
if not object then
local spell = conjure_items[rpg_t.dropdown_select_index]
if not spell then
return
end
@ -1149,11 +908,11 @@ local function on_player_used_capsule(event)
right_bottom = {x = position.x + radius, y = position.y + radius}
}
if rpg_t.level < object.level then
if rpg_t.level < spell.level then
return Public.cast_spell(player, true)
end
if not object.enabled then
if not spell.enabled then
return
end
@ -1162,34 +921,41 @@ local function on_player_used_capsule(event)
return
end
if mana < object.mana_cost then
if mana < spell.mana_cost then
return Public.cast_spell(player, true)
end
local target_pos
if object.target then
if spell.target then
target_pos = {position.x, position.y}
elseif projectile_types[object.entityName] then
local coord_modifier = get_near_coord_modifier(projectile_types[object.entityName].max_range)
elseif projectile_types[spell.entityName] then
local coord_modifier = get_near_coord_modifier(projectile_types[spell.entityName].max_range)
target_pos = {position.x + coord_modifier.x, position.y + coord_modifier.y}
end
local range
if object.range then
range = object.range
if spell.range then
range = spell.range
else
range = 0
end
local force
if object.force then
force = object.force
if spell.force then
force = spell.force
else
force = 'player'
end
if spell.check_if_active then
if rpg_t.has_custom_spell_active then
Public.cast_spell(player, true)
return
end
end
local data = {
self = object,
self = spell,
player = player,
damage_entity = damage_entity,
position = position,
@ -1202,14 +968,14 @@ local function on_player_used_capsule(event)
rpg_t = rpg_t
}
object.callback(data)
spell.callback(data)
local msg = player.name .. ' casted ' .. object.entityName .. '. '
local msg = player.name .. ' casted ' .. spell.entityName .. '. '
rpg_t.last_spawned = game.tick + object.tick
rpg_t.last_spawned = game.tick + spell.tick
Public.update_mana(player)
local reward_xp = object.mana_cost * 0.085
local reward_xp = spell.mana_cost * 0.085
if reward_xp < 1 then
reward_xp = 1
end
@ -1232,7 +998,6 @@ local function tick()
local ticker = game.tick
local players = game.connected_players
local count = #players
local enable_flameboots = Public.get('rpg_extra').enable_flameboots
local enable_mana = Public.get('rpg_extra').enable_mana
if ticker % nth_tick == 0 then
@ -1244,9 +1009,6 @@ local function tick()
if enable_mana then
regen_mana_player(players)
end
if enable_flameboots then
give_player_flameboots(players)
end
end
end
@ -1268,4 +1030,16 @@ Event.add(defines.events.on_player_changed_surface, on_player_changed_surface)
Event.add(defines.events.on_player_removed, on_player_removed)
Event.on_nth_tick(10, tick)
Event.add(
defines.events.on_gui_closed,
function(event)
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
Public.clear_settings_frames(player)
end
)
return Public

View File

@ -4,6 +4,9 @@ local P = require 'utils.player_modifiers'
local Session = require 'utils.datastore.session_data'
local settings_frame_name = Public.settings_frame_name
local close_settings_tooltip_frame = Public.close_settings_tooltip_frame
local settings_tooltip_frame = Public.settings_tooltip_frame
local settings_tooltip_name = Public.settings_tooltip_name
local save_button_name = Public.save_button_name
local discard_button_name = Public.discard_button_name
local spell_gui_button_name = Public.spell_gui_button_name
@ -15,6 +18,16 @@ local spell3_button_name = Public.spell3_button_name
local settings_level = Public.gui_settings_levels
local comparators = {
['levels'] = function(a, b)
return a.level < b.level
end
}
local function get_comparator(sort_by)
return comparators[sort_by]
end
local function create_input_element(frame, type, value, items, index)
if type == 'slider' then
return frame.add({type = 'slider', value = value, minimum_value = 0, maximum_value = 1})
@ -22,12 +35,22 @@ local function create_input_element(frame, type, value, items, index)
if type == 'boolean' then
return frame.add({type = 'checkbox', state = value})
end
if type == 'label' then
return frame.add({type = 'label', caption = value})
end
if type == 'dropdown' then
return frame.add({type = 'drop-down', items = items, selected_index = index})
end
return frame.add({type = 'text-box', text = value})
end
local function create_custom_label_element(frame, sprite, localised_string, value)
local t = frame.add({type = 'flow'})
t.add({type = 'label', caption = '[' .. sprite .. ']'})
t.add({type = 'label', caption = localised_string})
return t.add({type = 'label', caption = value})
end
function Public.update_spell_gui_indicator(player)
local rpg_t = Public.get_value_from_player(player.index)
local main_frame = player.gui.screen[spell_gui_frame_name]
@ -155,25 +178,12 @@ function Public.extra_settings(player)
local rpg_extra = Public.get('rpg_extra')
local rpg_t = Public.get_value_from_player(player.index)
local trusted = Session.get_trusted_table()
local main_frame =
player.gui.screen.add(
{
type = 'frame',
name = settings_frame_name,
caption = ({'rpg_settings.name'}),
direction = 'vertical'
}
)
main_frame.auto_center = true
local main_frame, inside_table = Gui.add_main_frame_with_toolbar(player, 'screen', settings_frame_name, settings_tooltip_name, nil, 'RPG Settings', true)
local main_frame_style = main_frame.style
main_frame_style.width = 500
local inside_frame = main_frame.add {type = 'frame', style = 'inside_shallow_frame'}
local inside_frame_style = inside_frame.style
inside_frame_style.padding = 0
local inside_table = inside_frame.add {type = 'table', column_count = 1}
local inside_table_style = inside_table.style
inside_table_style.vertical_spacing = 0
main_frame.auto_center = true
inside_table.add({type = 'line'})
@ -327,7 +337,6 @@ function Public.extra_settings(player)
local spell_gui_input1
local spell_gui_input2
local spell_gui_input3
local flame_boots_gui_input
local explosive_bullets_gui_input
local stone_path_gui_input
local aoe_punch_gui_input
@ -412,48 +421,6 @@ function Public.extra_settings(player)
end
end
if rpg_extra.enable_flame_boots then
local flame_boots_label =
setting_grid.add(
{
type = 'label',
caption = ({'rpg_settings.flameboots_label'}),
tooltip = ({'rpg_settings.flameboots_tooltip'})
}
)
local flame_boots_label_style = flame_boots_label.style
flame_boots_label_style.horizontally_stretchable = true
flame_boots_label_style.height = 35
flame_boots_label_style.vertical_align = 'center'
local flame_boots_input = setting_grid.add({type = 'flow'})
local flame_boots_input_style = flame_boots_input.style
flame_boots_input_style.height = 35
flame_boots_input_style.vertical_align = 'center'
local flame_mod
if rpg_t.flame_boots then
flame_mod = rpg_t.flame_boots
else
flame_mod = false
end
flame_boots_gui_input = create_input_element(flame_boots_input, 'boolean', flame_mod)
if rpg_t.mana > 50 then
if rpg_t.level < settings_level['flameboots_label'] then
flame_boots_gui_input.enabled = false
flame_boots_gui_input.tooltip = ({'rpg_settings.low_level', 100})
flame_boots_label.tooltip = ({'rpg_settings.low_level', 100})
else
flame_boots_gui_input.enabled = true
flame_boots_gui_input.tooltip = ({'rpg_settings.tooltip_check'})
end
else
flame_boots_gui_input.enabled = false
flame_boots_gui_input.tooltip = ({'rpg_settings.no_mana'})
end
end
if rpg_extra.enable_explosive_bullets_globally then
local explosive_bullets_label =
setting_grid.add(
@ -556,7 +523,7 @@ function Public.extra_settings(player)
{
type = 'label',
caption = ({'rpg_settings.magic_spell'}),
tooltip = ''
tooltip = 'Check the info button at upper right for more information'
}
)
@ -573,33 +540,6 @@ function Public.extra_settings(player)
conjure_input_style.vertical_align = 'center'
conjure_gui_input = create_input_element(conjure_input, 'dropdown', false, names, rpg_t.dropdown_select_index)
for _, entity in pairs(spells) do
if entity.type == 'item' then
conjure_label.tooltip = ({
'rpg_settings.magic_item_requirement',
conjure_label.tooltip,
entity.entityName,
entity.mana_cost,
entity.level
})
elseif entity.type == 'entity' then
conjure_label.tooltip = ({
'rpg_settings.magic_entity_requirement',
conjure_label.tooltip,
entity.entityName,
entity.mana_cost,
entity.level
})
elseif entity.type == 'special' then
conjure_label.tooltip = ({
'rpg_settings.magic_special_requirement',
conjure_label.tooltip,
entity.name,
entity.mana_cost,
entity.level
})
end
end
if not spells[rpg_t.dropdown_select_index1] then
rpg_t.dropdown_select_index1 = 1
end
@ -686,10 +626,6 @@ function Public.extra_settings(player)
data.enable_entity_gui_input = enable_entity_gui_input
end
if rpg_extra.enable_flame_boots then
data.flame_boots_gui_input = flame_boots_gui_input
end
if rpg_extra.enable_explosive_bullets_globally then
data.explosive_bullets_gui_input = explosive_bullets_gui_input
end
@ -725,3 +661,89 @@ function Public.extra_settings(player)
player.opened = main_frame
end
function Public.settings_tooltip(player)
local rpg_extra = Public.get('rpg_extra')
local main_frame, inside_table = Gui.add_main_frame_with_toolbar(player, 'center', settings_tooltip_frame, nil, close_settings_tooltip_frame, 'Spell info')
local inside_table_style = inside_table.style
inside_table_style.width = 500
inside_table.add({type = 'line'})
local info_text = inside_table.add({type = 'label', caption = ({'rpg_settings.spellbook_label'})})
local info_text_style = info_text.style
info_text_style.font = 'heading-2'
info_text_style.padding = 0
info_text_style.left_padding = 10
info_text_style.horizontal_align = 'left'
info_text_style.vertical_align = 'bottom'
info_text_style.font_color = {0.55, 0.55, 0.99}
if rpg_extra.enable_mana then
local normal_spell_pane = inside_table.add({type = 'scroll-pane'})
local ns = normal_spell_pane.style
ns.vertically_squashable = true
ns.bottom_padding = 5
ns.left_padding = 5
ns.right_padding = 5
ns.top_padding = 5
normal_spell_pane.add({type = 'line'})
local entity_spells = normal_spell_pane.add({type = 'label', caption = ({'rpg_settings.entity_spells_label'})})
local entity_spells_style = entity_spells.style
entity_spells_style.font = 'heading-3'
entity_spells_style.padding = 0
entity_spells_style.left_padding = 10
entity_spells_style.horizontal_align = 'left'
entity_spells_style.font_color = {0.55, 0.55, 0.99}
local normal_spell_grid = normal_spell_pane.add({type = 'table', column_count = 2})
local spells = Public.rebuild_spells()
local comparator = get_comparator('levels')
table.sort(spells, comparator)
for _, entity in pairs(spells) do
if entity.type == 'item' then
local text = '[item=' .. entity.entityName .. '] requires ' .. entity.mana_cost .. ' mana to cast. Level: ' .. entity.level
create_input_element(normal_spell_grid, 'label', text)
elseif entity.type == 'entity' then
local text = '[entity=' .. entity.entityName .. '] requires ' .. entity.mana_cost .. ' mana to cast. Level: ' .. entity.level
create_input_element(normal_spell_grid, 'label', text)
end
end
normal_spell_pane.add({type = 'line'})
local special_spell_pane = inside_table.add({type = 'scroll-pane'})
local ss = special_spell_pane.style
ss.vertically_squashable = true
ss.bottom_padding = 5
ss.left_padding = 5
ss.right_padding = 5
ss.top_padding = 5
local special_spells = special_spell_pane.add({type = 'label', caption = ({'rpg_settings.special_spells_label'})})
local special_spells_style = special_spells.style
special_spells_style.font = 'heading-3'
special_spells_style.padding = 0
special_spells_style.left_padding = 10
special_spells_style.horizontal_align = 'left'
special_spells_style.font_color = {0.55, 0.55, 0.99}
local special_spell_grid = special_spell_pane.add({type = 'table', column_count = 1})
for _, entity in pairs(spells) do
if entity.type == 'special' then
local text = 'requires ' .. entity.mana_cost .. ' mana to cast. Level: ' .. entity.level
create_custom_label_element(special_spell_grid, entity.sprite, entity.name, text)
end
end
end
player.opened = main_frame
end

View File

@ -1,11 +1,128 @@
local Public = require 'modules.rpg.table'
local Token = require 'utils.token'
local Task = require 'utils.task'
local spells = {}
local random = math.random
local floor = math.floor
local states = {
['attack'] = 'nuclear-smoke',
['support'] = 'poison-capsule-smoke'
}
local repair_buildings =
Token.register(
function(data)
local entity = data.entity
if entity and entity.valid then
local rng = 0.1
if random(1, 5) == 1 then
rng = 0.2
elseif random(1, 8) == 1 then
rng = 0.4
end
local to_heal = entity.prototype.max_health * rng
if entity.health and to_heal then
entity.health = entity.health + to_heal
end
end
end
)
local function get_area(pos, dist)
local area = {
left_top = {
x = pos.x - dist,
y = pos.y - dist
},
right_bottom = {
x = pos.x + dist,
y = pos.y + dist
}
}
return area
end
local function area_of_effect(player, position, state, radius, callback, find_entities)
if not radius then
return
end
local cs = player.surface
local cp = position or player.position
if radius and radius > 256 then
radius = 256
end
local area = get_area(cp, radius)
if not states[state] then
return
end
for x = area.left_top.x, area.right_bottom.x, 1 do
for y = area.left_top.y, area.right_bottom.y, 1 do
local d = floor((cp.x - x) ^ 2 + (cp.y - y) ^ 2)
if d < radius then
local p = {x = x, y = y}
if find_entities then
for _, e in pairs(cs.find_entities_filtered({position = p})) do
if e and e.valid and e.name ~= 'character' and e.health and e.destructible and e.type ~= 'simple-entity' and e.type ~= 'simple-entity-with-owner' then
callback(e, p)
end
end
else
callback(p)
end
cs.create_trivial_smoke({name = states[state], position = p})
end
end
end
end
local restore_movement_speed_token =
Token.register(
function(event)
local player_index = event.player_index
local old_speed = event.old_speed
local rpg_t = event.rpg_t
if rpg_t then
rpg_t.has_custom_spell_active = nil
end
local player = game.get_player(player_index)
if not player or not player.valid then
return
end
player.character.character_running_speed_modifier = old_speed
end
)
local function do_projectile(player_surface, name, _position, _force, target, max_range)
player_surface.create_entity(
{
name = name,
position = _position,
force = _force,
source = _position,
target = target or nil,
max_range = max_range or nil,
speed = 0.4,
fast_replace = true,
create_build_effect_smoke = false
}
)
end
local function create_projectiles(data)
local self = data.self
local player = data.player
local rpg_t = data.rpg_t
local damage_entity = data.damage_entity
local position = data.position
local surface = data.surface
@ -13,22 +130,12 @@ local function create_projectiles(data)
local target_pos = data.target_pos
local range = data.range
local function do_projectile(player_surface, name, _position, _force, target, max_range)
player_surface.create_entity(
{
name = name,
position = _position,
force = _force,
source = _position,
target = target,
max_range = max_range,
speed = 0.4
}
)
end
if self.aoe then
for _ = 1, self.amount do
if self.mana_cost > rpg_t.mana then
break
end
local damage_area = {
left_top = {x = position.x - 2, y = position.y - 2},
right_bottom = {x = position.x + 2, y = position.y + 2}
@ -37,6 +144,7 @@ local function create_projectiles(data)
if self.damage then
for _, e in pairs(surface.find_entities_filtered({area = damage_area})) do
damage_entity(e)
Public.remove_mana(player, self.mana_cost)
end
end
end
@ -46,14 +154,16 @@ local function create_projectiles(data)
right_bottom = {x = position.x + 2, y = position.y + 2}
}
do_projectile(surface, self.entityName, position, force, target_pos, range)
if self.damage then
for _, e in pairs(surface.find_entities_filtered({area = damage_area})) do
damage_entity(e)
Public.remove_mana(player, self.mana_cost)
end
end
end
Public.cast_spell(player)
Public.remove_mana(player, self.mana_cost)
end
local function create_entity(data)
@ -93,8 +203,8 @@ local function create_entity(data)
Public.remove_mana(player, self.mana_cost)
end
end
Public.cast_spell(player)
Public.remove_mana(player, self.mana_cost)
end
local function insert_onto(data)
@ -520,7 +630,7 @@ spells[#spells + 1] = {
mana_cost = 100,
tick = 100,
enabled = true,
sprite = 'recipe/explosives',
sprite = 'recipe=explosives',
callback = function(data)
local self = data.self
local player = data.player
@ -561,13 +671,31 @@ spells[#spells + 1] = {
mana_cost = 150,
tick = 100,
enabled = true,
sprite = 'recipe/repair-pack',
sprite = 'recipe=repair-pack',
callback = function(data)
local self = data.self
local rpg_t = data.rpg_t
local player = data.player
local position = data.position
Public.repair_aoe(player, position)
local range = Public.get_area_of_effect_range(player)
area_of_effect(
player,
position,
'support',
range,
function(entity)
if entity.prototype.max_health ~= entity.health then
if self.mana_cost < rpg_t.mana then
Task.set_timeout_in_ticks(10, repair_buildings, {entity = entity})
Public.remove_mana(player, self.mana_cost)
end
end
end,
true
)
Public.cast_spell(player)
Public.remove_mana(player, self.mana_cost)
end
@ -585,9 +713,30 @@ spells[#spells + 1] = {
mana_cost = 70,
tick = 100,
enabled = true,
sprite = 'virtual-signal/signal-S',
sprite = 'virtual-signal=signal-S',
callback = function(data)
create_projectiles(data)
local self = data.self
local rpg_t = data.rpg_t
local player = data.player
local position = data.position
local range = Public.get_area_of_effect_range(player)
area_of_effect(
player,
position,
'attack',
range,
function(p)
if self.mana_cost < rpg_t.mana then
do_projectile(player.surface, 'acid-stream-spitter-big', p, player.force, p)
Public.remove_mana(player, self.mana_cost)
end
end,
false
)
Public.cast_spell(player)
end
}
spells[#spells + 1] = {
@ -601,7 +750,7 @@ spells[#spells + 1] = {
mana_cost = 10000, -- they who know, will know
tick = 320,
enabled = false,
sprite = 'entity/tank',
sprite = 'entity=tank',
callback = function(data)
create_entity(data)
end
@ -617,7 +766,7 @@ spells[#spells + 1] = {
mana_cost = 19500, -- they who know, will know
tick = 320,
enabled = false,
sprite = 'entity/spidertron',
sprite = 'entity=spidertron',
callback = function(data)
create_entity(data)
end
@ -636,7 +785,7 @@ spells[#spells + 1] = {
mana_cost = 140,
tick = 320,
enabled = true,
sprite = 'item/raw-fish',
sprite = 'item=raw-fish',
callback = function(data)
insert_onto(data)
end
@ -655,7 +804,7 @@ spells[#spells + 1] = {
mana_cost = 140,
tick = 320,
enabled = true,
sprite = 'item/explosives',
sprite = 'item=explosives',
callback = function(data)
insert_onto(data)
end
@ -673,7 +822,7 @@ spells[#spells + 1] = {
mana_cost = 150,
tick = 320,
enabled = true,
sprite = 'entity/compilatron',
sprite = 'entity=compilatron',
callback = function(data)
local self = data.self
local player = data.player
@ -698,7 +847,7 @@ spells[#spells + 1] = {
mana_cost = 220,
tick = 320,
enabled = true,
sprite = 'recipe/distractor-capsule',
sprite = 'recipe=distractor-capsule',
callback = function(data)
create_projectiles(data)
end
@ -713,7 +862,7 @@ spells[#spells + 1] = {
mana_cost = 340,
tick = 2000,
enabled = true,
sprite = 'virtual-signal/signal-W',
sprite = 'virtual-signal=signal-W',
callback = function(data)
local player = data.player
local surface = data.surface
@ -731,6 +880,93 @@ spells[#spells + 1] = {
Public.cast_spell(player)
end
}
spells[#spells + 1] = {
name = {'spells.charge'},
entityName = 'haste',
target = false,
force = 'player',
level = 25,
type = 'special',
mana_cost = 100,
tick = 2000,
check_if_active = true,
enabled = true,
sprite = 'virtual-signal=signal-info',
callback = function(data)
local self = data.self
local player = data.player
local rpg_t = data.rpg_t
rpg_t.has_custom_spell_active = true
Public.remove_mana(player, self.mana_cost)
for _ = 1, 3 do
player.play_sound {path = 'utility/armor_insert', volume_modifier = 1}
end
Task.set_timeout_in_ticks(300, restore_movement_speed_token, {player_index = player.index, old_speed = player.character.character_running_speed_modifier, rpg_t = rpg_t})
player.character.character_running_speed_modifier = player.character.character_running_speed_modifier + 1
Public.cast_spell(player)
end
}
spells[#spells + 1] = {
name = {'spells.eternal_blades'},
entityName = 'eternal_blades',
target = false,
force = 'player',
level = 25,
type = 'special',
mana_cost = 100,
tick = 2000,
check_if_active = true,
enabled = false,
sprite = 'virtual-signal=signal-info',
callback = function(data)
local self = data.self
local player = data.player
local position = data.position
local range = Public.get_area_of_effect_range(player)
local damage = 34
area_of_effect(
player,
position,
'attack',
range,
function(entity)
if entity.force.index ~= player.force.index then
local get_health_pool = Public.has_health_boost(entity, damage, damage, player.character)
if get_health_pool then
local max_unit_health = floor(get_health_pool * 0.00015)
if max_unit_health <= 0 then
max_unit_health = 4
end
if max_unit_health >= 10 then
max_unit_health = 10
end
local final = floor(damage * max_unit_health)
Public.set_health_boost(entity, final, player.character)
if entity.valid and entity.health <= 0 and get_health_pool <= 0 then
entity.die(entity.force.name, player.character)
end
else
if entity.valid then
entity.health = entity.health - damage * 0.05
if entity.health <= 0 then
entity.die(entity.force.name, player.character)
end
end
end
end
end,
true
)
Public.cast_spell(player)
Public.remove_mana(player, self.mana_cost)
end
}
Public.projectile_types = {
['explosives'] = {name = 'grenade', count = 0.5, max_range = 32, tick_speed = 1},
@ -772,7 +1008,7 @@ Public.projectile_types = {
}
Public.get_projectiles = Public.projectile_types
Public.spells = spells
Public.all_spells = spells
--- Retrieves the spells table or a given spell.
---@param key string
@ -780,10 +1016,10 @@ function Public.get_spells(key)
if game then
return error('Calling Public.get_spells() after on_init() or on_load() has run is a desync risk.', 2)
end
if Public.spells[key] then
return Public.spells[key]
if Public.all_spells[key] then
return Public.all_spells[key]
else
return Public.spells
return Public.all_spells
end
end
@ -798,10 +1034,10 @@ function Public.disable_spell(key)
if type(key) == 'table' then
for _, k in pairs(key) do
Public.spells[k].enabled = false
Public.all_spells[k].enabled = false
end
elseif Public.spells[key] then
Public.spells[key].enabled = false
elseif Public.all_spells[key] then
Public.all_spells[key].enabled = false
end
end
@ -811,7 +1047,7 @@ function Public.clear_spell_table()
return error('Calling Public.clear_spell_table() after on_init() or on_load() has run is a desync risk.', 2)
end
Public.spells = {}
Public.all_spells = {}
end
--- Adds a spell to the rpg_spells
@ -859,7 +1095,7 @@ function Public.set_new_spell(tbl)
return error('A spell requires enabled. boolean', 2)
end
Public.spells[#Public.spells + 1] = tbl
Public.all_spells[#Public.all_spells + 1] = tbl
end
end
@ -894,7 +1130,7 @@ function Public.disable_cooldowns_on_spells()
end
end
Public.spells = new_spells
Public.all_spells = new_spells
return new_spells
end

View File

@ -10,6 +10,9 @@ local this = {
--! Gui Frames
local settings_frame_name = Gui.uid_name()
local settings_tooltip_frame = Gui.uid_name()
local close_settings_tooltip_frame = Gui.uid_name()
local settings_tooltip_name = Gui.uid_name()
local save_button_name = Gui.uid_name()
local discard_button_name = Gui.uid_name()
local draw_main_frame_name = Gui.uid_name()
@ -43,7 +46,6 @@ Public.gui_settings_levels = {
['reset_text_label'] = 50,
['stone_path_label'] = 20,
['aoe_punch_label'] = 30,
['flameboots_label'] = 100,
['explosive_bullets_label'] = 50
}
@ -103,7 +105,6 @@ function Public.reset_table()
this.rpg_extra.enable_mana = false
this.rpg_extra.mana_limit = 100000
this.rpg_extra.enable_wave_defense = false
this.rpg_extra.enable_flame_boots = false
this.rpg_extra.enable_explosive_bullets = false
this.rpg_extra.enable_explosive_bullets_globally = false
this.rpg_extra.enable_range_buffs = false
@ -294,14 +295,6 @@ function Public.enable_wave_defense(value)
return this.rpg_extra.enable_wave_defense
end
--- Enables/disabled flame boots.
---@param value boolean
function Public.enable_flame_boots(value)
this.rpg_extra.enable_flame_boots = value or false
return this.rpg_extra.enable_flame_boots
end
--- Enables/disabled explosive bullets globally.
---@param value boolean
function Public.enable_explosive_bullets_globally(value)
@ -396,6 +389,9 @@ function Public.tweaked_crafting_items(tbl)
end
Public.settings_frame_name = settings_frame_name
Public.settings_tooltip_frame = settings_tooltip_frame
Public.close_settings_tooltip_frame = close_settings_tooltip_frame
Public.settings_tooltip_name = settings_tooltip_name
Public.save_button_name = save_button_name
Public.discard_button_name = discard_button_name
Public.draw_main_frame_name = draw_main_frame_name

View File

@ -483,7 +483,7 @@ commands.add_command(
if validate_player(target_player) then
open_inventory(player, target_player)
else
player.print('Please type a name of a player who is connected.', Color.warning)
player.print('[Inventory] Please type a name of a player who is connected.', Color.warning)
end
else
return

View File

@ -76,6 +76,9 @@ function Public.update_gui(player)
biter_health_boost = biter_health_boosts
end
local paused = Public.get('paused')
local paused_waves_for = Public.get('paused_waves_for')
local last_pause = Public.get('last_pause')
local wave_number = Public.get('wave_number')
local next_wave = Public.get('next_wave')
local last_wave = Public.get('last_wave')
@ -84,19 +87,38 @@ function Public.update_gui(player)
local enable_threat_log = Public.get('enable_threat_log')
gui.label.caption = {'wave_defense.gui_2'}
gui.wave_number.caption = wave_number
if wave_number == 0 then
gui.label.caption = {'wave_defense.gui_1'}
gui.wave_number.caption = floor((next_wave - game.tick) / 60) + 1
if not paused then
gui.wave_number.caption = wave_number
if wave_number == 0 then
gui.label.caption = {'wave_defense.gui_1'}
gui.wave_number.caption = floor((next_wave - game.tick) / 60) + 1 .. 's'
end
local interval = next_wave - last_wave
local value = 1 - (next_wave - game.tick) / interval
if value < 0 then
value = 0
elseif value > 1 then
value = 1
end
gui.progressbar.value = value
else
gui.label.caption = {'wave_defense.gui_4'}
local pause_for = floor((paused_waves_for - game.tick) / 60) + 1
if pause_for < 0 then
pause_for = 0
end
gui.wave_number.caption = pause_for .. 's'
local interval = paused_waves_for - last_pause
local value = 1 - (paused_waves_for - game.tick) / interval
if value < 0 then
value = 0
elseif value > 1 then
value = 1
end
gui.progressbar.value = value
return
end
local interval = next_wave - last_wave
local value = 1 - (next_wave - game.tick) / interval
if value < 0 then
value = 0
elseif value > 1 then
value = 1
end
gui.progressbar.value = value
gui.threat.caption = {'wave_defense.gui_3'}
gui.threat.tooltip = {'wave_defense.tooltip_1', biter_health_boost * 100, max_active_biters}

View File

@ -294,7 +294,7 @@ local function get_random_close_spawner()
local center = target.position
local spawner
local retries = 0
for i = 1, get_random_close_spawner_attempts, 1 do
for _ = 1, get_random_close_spawner_attempts, 1 do
::retry::
if #generated_units.nests < 1 then
return false
@ -309,11 +309,7 @@ local function get_random_close_spawner()
end
goto retry
end
if
not spawner or
(center.x - spawner_2.position.x) ^ 2 + (center.y - spawner_2.position.y) ^ 2 <
(center.x - spawner.position.x) ^ 2 + (center.y - spawner.position.y) ^ 2
then
if not spawner or (center.x - spawner_2.position.x) ^ 2 + (center.y - spawner_2.position.y) ^ 2 < (center.x - spawner.position.x) ^ 2 + (center.y - spawner.position.y) ^ 2 then
spawner = spawner_2
if spawner and spawner.position then
debug_print('get_random_close_spawner - Found at x' .. spawner.position.x .. ' y' .. spawner.position.y)
@ -365,9 +361,7 @@ local function set_main_target()
end
Public.set('target', sec_target)
debug_print(
'set_main_target -- New main target ' .. sec_target.name .. ' at position x' .. sec_target.position.x .. ' y' .. sec_target.position.y .. ' selected.'
)
debug_print('set_main_target -- New main target ' .. sec_target.name .. ' at position x' .. sec_target.position.x .. ' y' .. sec_target.position.y .. ' selected.')
end
local function set_group_spawn_position(surface)
@ -644,7 +638,7 @@ local function reform_group(group)
local position = group.surface.find_non_colliding_position('biter-spawner', group_position, step_length, 4)
if position then
local new_group = group.surface.create_unit_group {position = position, force = group.force}
for key, biter in pairs(group.members) do
for _, biter in pairs(group.members) do
new_group.add_member(biter)
end
debug_print('Creating new unit group, because old one was stuck.')
@ -684,7 +678,7 @@ local function get_side_targets(group)
local distance_to_target = floor(sqrt((target_position.x - group_position.x) ^ 2 + (target_position.y - group_position.y) ^ 2))
local steps = floor(distance_to_target / step_length) + 1
for i = 1, steps, 1 do
for _ = 1, steps, 1 do
local old_position = group_position
local obstacles =
group.surface.find_entities_filtered {
@ -740,7 +734,7 @@ local function get_main_command(group)
debug_print('get_commmands - distance_to_target:' .. distance_to_target .. ' steps:' .. steps)
debug_print('get_commmands - vector ' .. vector[1] .. '_' .. vector[2])
for i = 1, steps, 1 do
for _ = 1, steps, 1 do
local old_position = group_position
group_position.x = group_position.x + vector[1]
group_position.y = group_position.y + vector[2]
@ -887,7 +881,7 @@ local function give_side_commands_to_group()
end
local generated_units = Public.get('generated_units')
for k, group in pairs(generated_units.unit_groups) do
for _, group in pairs(generated_units.unit_groups) do
if type(group) ~= 'number' then
if group.valid then
command_to_side_target(group)
@ -905,7 +899,7 @@ local function give_main_command_to_group()
end
local generated_units = Public.get('generated_units')
for k, group in pairs(generated_units.unit_groups) do
for _, group in pairs(generated_units.unit_groups) do
if type(group) ~= 'number' then
if group.valid then
if group.surface.index == target.surface.index then
@ -958,7 +952,7 @@ local function spawn_unit_group(fs, only_bosses)
left_top = {spawn_position.x - radius, spawn_position.y - radius},
right_bottom = {spawn_position.x + radius, spawn_position.y + radius}
}
for k, v in pairs(surface.find_entities_filtered {area = area, name = 'land-mine'}) do
for _, v in pairs(surface.find_entities_filtered {area = area, name = 'land-mine'}) do
if v and v.valid then
debug_print('spawn_unit_group - found land-mines')
v.die()
@ -1033,7 +1027,7 @@ local function check_group_positions()
return
end
for k, group in pairs(generated_units.unit_groups) do
for _, group in pairs(generated_units.unit_groups) do
if group.valid then
local ugp = generated_units.unit_group_pos.positions
if group.state == defines.group_state.finished then
@ -1095,8 +1089,13 @@ Event.on_nth_tick(
local paused = Public.get('paused')
if paused then
local players = game.connected_players
for _, player in pairs(players) do
Public.update_gui(player)
end
return
end
local enable_grace_time = Public.get('enable_grace_time')
if enable_grace_time and (not enable_grace_time.enabled) then
if not enable_grace_time.set then

View File

@ -114,14 +114,31 @@ local function pause_waves_state(state)
if state then
game.print('[color=blue][Wave Defense][/color] New waves will not spawn for 5 minutes!', {r = 0.98, g = 0.66, b = 0.22})
Public.set('paused', true)
Public.set('last_pause', game.tick)
Public.set('paused_waves_for', game.tick + 18000)
local next_wave = Public.get('next_wave')
Public.set('next_wave', next_wave + 18000)
else
game.print('[color=blue][Wave Defense][/color] Waves will spawn normally again.', {r = 0.98, g = 0.66, b = 0.22})
Public.set('paused', false)
Public.set('paused_waves_for', nil)
Public.set('last_pause', nil)
end
end
local pause_waves_state_token = Token.register(pause_waves_state)
function Public.toggle_pause_wave()
local greeting = random_greetings[random(1, random_greetings_size)]
local players = game.connected_players
for i = 1, #players do
local player = players[i]
Public.display_pause_wave(player, greeting)
end
end
Gui.on_click(
save_button_name,
function(event)
@ -203,12 +220,34 @@ Event.on_nth_tick(
return
end
local greeting = random_greetings[random(1, random_greetings_size)]
local paused = Public.get('paused')
if paused then
return
end
local players = game.connected_players
for i = 1, #players do
local player = players[i]
Public.display_pause_wave(player, greeting)
Public.toggle_pause_wave()
end
)
commands.add_command(
'wave_defense_pause_waves',
'Usable only for admins - pauses the wave defense waves!',
function()
local player = game.player
if player and player.valid then
if not player.admin then
return
end
local paused = Public.get('paused')
if paused then
return
end
print('[Wave Defense] ' .. player.name .. ' paused wave defense.')
Public.toggle_pause_wave()
end
end
)

View File

@ -91,7 +91,7 @@ local function create_mini_camera_gui(player, caption, position, surface)
player_data.target_player = target_player
else
remove_player_data(player)
player.print('Please type a name of a player who is connected.', Color.warning)
player.print('[Where] Please type a name of a player who is connected.', Color.warning)
return
end
@ -140,7 +140,7 @@ commands.add_command(
create_mini_camera_gui(player, target_player.name, target_player.position, target_player.surface.index)
else
remove_player_data(player)
player.print('Please type a name of a player who is connected.', Color.warning)
player.print('[Where] Please type a name of a player who is connected.', Color.warning)
end
else
return

BIN
utils/files/info.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 686 B

View File

@ -41,6 +41,7 @@ Public.pin_black_icon = 'file/utils/files/pin-black.png'
Public.infinite_icon = 'file/utils/files/infinity.png'
Public.arrow_up_icon = 'file/utils/files/arrow-up.png'
Public.arrow_down_icon = 'file/utils/files/arrow-down.png'
Public.info_icon = 'file/utils/files/info.png'
function Public.uid_name()
return tostring(Token.uid())
@ -97,7 +98,7 @@ function Public.get_data(element)
end
-- Adds a gui that is alike the factorio native gui.
function Public.add_main_frame_with_toolbar(player, align, set_frame_name, set_settings_button_name, close_main_frame_name, name)
function Public.add_main_frame_with_toolbar(player, align, set_frame_name, set_settings_button_name, close_main_frame_name, name, info)
if not align then
return
end
@ -132,19 +133,35 @@ function Public.add_main_frame_with_toolbar(player, align, set_frame_name, set_s
widget.style.horizontally_stretchable = true
if set_settings_button_name then
titlebar.add {
type = 'sprite-button',
name = set_settings_button_name,
style = 'frame_action_button',
sprite = Public.settings_white_icon,
mouse_button_filter = {'left'},
hovered_sprite = Public.settings_black_icon,
clicked_sprite = Public.settings_black_icon,
tooltip = 'Settings',
tags = {
action = 'open_settings_gui'
if not info then
titlebar.add {
type = 'sprite-button',
name = set_settings_button_name,
style = 'frame_action_button',
sprite = Public.settings_white_icon,
mouse_button_filter = {'left'},
hovered_sprite = Public.settings_black_icon,
clicked_sprite = Public.settings_black_icon,
tooltip = 'Settings',
tags = {
action = 'open_settings_gui'
}
}
}
else
titlebar.add {
type = 'sprite-button',
name = set_settings_button_name,
style = 'frame_action_button',
sprite = Public.info_icon,
mouse_button_filter = {'left'},
hovered_sprite = Public.info_icon,
clicked_sprite = Public.info_icon,
tooltip = 'Info',
tags = {
action = 'open_settings_gui'
}
}
end
end
if close_main_frame_name then
@ -166,7 +183,7 @@ function Public.add_main_frame_with_toolbar(player, align, set_frame_name, set_s
local inside_frame =
main_frame.add {
type = 'frame',
style = 'b_inner_frame'
style = 'inside_shallow_frame'
}
local inside_frame_style = inside_frame.style
@ -453,6 +470,20 @@ function Public.clear_main_frame(player)
end
end
function Public.clear_all_center_frames(player)
for _, child in pairs(player.gui.center.children) do
child.destroy()
end
end
function Public.clear_all_screen_frames(player)
for _, child in pairs(player.gui.screen.children) do
if not screen_elements[child.name] then
child.destroy()
end
end
end
function Public.clear_all_active_frames(player)
for _, child in pairs(player.gui.left.children) do
child.destroy()

View File

@ -663,7 +663,7 @@ local function on_gui_click(event)
return
end
if target_player_name == 'Select Player' then
player.print('No target player selected.', {r = 0.88, g = 0.88, b = 0.88})
player.print('[AdminGui] No target player selected.', {r = 0.88, g = 0.88, b = 0.88})
return
end
local target_player = game.players[target_player_name]

View File

@ -19,22 +19,10 @@ Global.register(
local Public = {}
local bottom_guis_frame = Gui.uid_name()
local main_frame_name = Gui.uid_name()
local clear_corpse_button_name = Gui.uid_name()
local bottom_quickbar_button_name = Gui.uid_name()
function Public.toggle_player_frame(player, state)
local gui = player.gui
local frame = gui.screen[bottom_guis_frame]
if frame and frame.valid then
if state then
frame.visible = true
else
frame.visible = false
end
end
end
function Public.get_player_data(player, remove_user_data)
if remove_user_data then
if this.players[player.index] then
@ -43,9 +31,7 @@ function Public.get_player_data(player, remove_user_data)
return
end
if not this.players[player.index] then
this.players[player.index] = {
hidden = false
}
this.players[player.index] = {}
end
return this.players[player.index]
end
@ -69,9 +55,9 @@ function Public.set(key, value)
end
end
function Public.clear_data(player)
this.players[player.index] = nil
this.bottom_quickbar_button[player.index] = nil
function Public.remove_player(index)
this.players[index] = nil
this.bottom_quickbar_button[index] = nil
end
function Public.reset()
@ -91,15 +77,15 @@ end
local function destroy_frame(player)
local gui = player.gui
local frame = gui.screen[bottom_guis_frame]
local frame = gui.screen[main_frame_name]
if frame and frame.valid then
frame.destroy()
end
end
local function create_frame(player, alignment, location, portable, hidden)
local function create_frame(player, alignment, location, portable)
local gui = player.gui
local frame = gui.screen[bottom_guis_frame]
local frame = gui.screen[main_frame_name]
if frame and frame.valid then
destroy_frame(player)
end
@ -109,14 +95,18 @@ local function create_frame(player, alignment, location, portable, hidden)
frame =
player.gui.screen.add {
type = 'frame',
name = bottom_guis_frame,
name = main_frame_name,
direction = alignment
}
if hidden then
frame.visible = false
else
frame.visible = true
local data = Public.get_player_data(player)
if data.visible ~= nil then
if data.visible then
frame.visible = true
else
frame.visible = false
end
end
frame.style.padding = 3
@ -171,6 +161,8 @@ local function set_location(player, state)
local resolution = player.display_resolution
local scale = player.display_scale
state = state or data.state
if state == 'bottom_left' then
if data.above then
location = {
@ -200,24 +192,21 @@ local function set_location(player, state)
end
data.bottom_state = 'bottom_right'
else
Public.get_player_data(player, true)
location = {
x = (resolution.width / 2) - ((54 + -528) * scale),
y = (resolution.height - (96 * scale))
}
end
create_frame(player, alignment, location, data.portable, data.hidden)
data.state = state
create_frame(player, alignment, location, data.portable)
end
--- Activates the custom buttons
---@param value boolean
function Public.activate_custom_buttons(value)
if value then
this.activate_custom_buttons = value
else
this.activate_custom_buttons = false
end
this.activate_custom_buttons = value or false
end
--- Fetches if the custom buttons are activated
@ -239,9 +228,10 @@ Gui.on_click(
Event.add(
defines.events.on_player_joined_game,
function(event)
local player = game.get_player(event.player_index)
if this.activate_custom_buttons then
set_location(player)
local player = game.get_player(event.player_index)
local data = Public.get_player_data(player)
set_location(player, data.state)
end
end
)
@ -249,19 +239,10 @@ Event.add(
Event.add(
defines.events.on_player_display_resolution_changed,
function(event)
local player = game.get_player(event.player_index)
if this.activate_custom_buttons then
set_location(player)
end
end
)
Event.add(
defines.events.on_player_respawned,
function(event)
local player = game.get_player(event.player_index)
if this.activate_custom_buttons then
set_location(player)
local player = game.get_player(event.player_index)
local data = Public.get_player_data(player)
set_location(player, data.state)
end
end
)
@ -271,7 +252,8 @@ Event.add(
function(event)
local player = game.get_player(event.player_index)
if this.activate_custom_buttons then
set_location(player)
local data = Public.get_player_data(player)
set_location(player, data.state)
end
end
)
@ -281,12 +263,53 @@ Event.add(
function(event)
local player = game.get_player(event.player_index)
destroy_frame(player)
Public.clear_data(player)
end
)
Public.bottom_guis_frame = bottom_guis_frame
Event.add(
defines.events.on_pre_player_died,
function(event)
if this.activate_custom_buttons then
local player = game.get_player(event.player_index)
destroy_frame(player)
end
end
)
Event.add(
defines.events.on_player_respawned,
function(event)
if this.activate_custom_buttons then
local player = game.get_player(event.player_index)
local data = Public.get_player_data(player)
set_location(player, data.state)
end
end
)
Event.add(
defines.events.on_player_removed,
function(event)
Public.remove_player(event.player_index)
end
)
function Public.toggle_player_frame(player, state)
local gui = player.gui
local frame = gui.screen[main_frame_name]
if frame and frame.valid then
local data = Public.get_player_data(player)
if state then
data.visible = true
frame.visible = true
else
data.visible = false
frame.visible = false
end
end
end
Public.main_frame_name = main_frame_name
Public.set_location = set_location
Gui.screen_to_bypass(bottom_guis_frame)
Gui.screen_to_bypass(main_frame_name)
return Public