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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-11-25 22:32:18 +02:00

tweaks and fixes

This commit is contained in:
Gerkiz
2020-07-28 11:24:16 +02:00
parent 9d1653d687
commit e36702e038
25 changed files with 2826 additions and 4597 deletions

View File

@@ -3,10 +3,18 @@ local RPG = require 'modules.rpg.table'
local Gui = require 'utils.gui'
local Color = require 'utils.color_presets'
local Token = require 'utils.token'
local Alert = require 'utils.alert'
local Public = {}
local level_up_floating_text_color = {0, 205, 0}
local visuals_delay = RPG.visuals_delay
local xp_floating_text_color = RPG.xp_floating_text_color
local teller_level_limit = RPG.teller_level_limit
local experience_levels = RPG.experience_levels
local teller_global_pool = RPG.teller_global_pool
local rpg_frame_icons = RPG.rpg_frame_icons
local points_per_level = RPG.points_per_level
--RPG Frames
local main_frame_name = RPG.main_frame_name
@@ -93,6 +101,49 @@ local function set_bar(min, max, id, mana)
end
end
local function level_up(player)
local rpg_t = RPG.get('rpg_t')
local RPG_GUI = package.loaded['modules.rpg.gui']
local distribute_points_gain = 0
for i = rpg_t[player.index].level + 1, #experience_levels, 1 do
if rpg_t[player.index].xp > experience_levels[i] then
rpg_t[player.index].level = i
distribute_points_gain = distribute_points_gain + points_per_level
else
break
end
end
if distribute_points_gain == 0 then
return
end
RPG_GUI.draw_level_text(player)
rpg_t[player.index].points_to_distribute = rpg_t[player.index].points_to_distribute + distribute_points_gain
RPG_GUI.update_char_button(player)
table.shuffle_table(rpg_frame_icons)
if player.gui.left[main_frame_name] then
RPG_GUI.toggle(player, true)
end
Public.level_up_effects(player)
end
local function add_to_global_pool(amount, personal_tax)
local rpg_extra = RPG.get('rpg_extra')
if not rpg_extra.global_pool then
return
end
local fee
if personal_tax then
fee = amount * rpg_extra.personal_tax_rate
else
fee = amount * 0.3
end
rpg_extra.global_pool = rpg_extra.global_pool + fee
return amount - fee
end
function Public.suicidal_comfylatron(pos, surface)
local str = travelings[math.random(1, #travelings)]
local symbols = {'', '!', '!', '!!', '..'}
@@ -184,11 +235,10 @@ function Public.update_mana(player)
if player.character and player.character.valid then
if not rpg_t[player.index].mana_bar then
rpg_t[player.index].mana_bar = create_manabar(player, 0.5)
set_bar(rpg_t[player.index].mana, rpg_t[player.index].mana_max, rpg_t[player.index].mana_bar, true)
elseif not rendering.is_valid(rpg_t[player.index].mana_bar) then
rpg_t[player.index].mana_bar = create_manabar(player, 0.5)
set_bar(rpg_t[player.index].mana, rpg_t[player.index].mana_max, rpg_t[player.index].mana_bar, true)
end
set_bar(rpg_t[player.index].mana, rpg_t[player.index].mana_max, rpg_t[player.index].mana_bar, true)
end
else
if rpg_t[player.index].mana_bar then
@@ -214,11 +264,11 @@ function Public.update_health(player)
)
if not rpg_t[player.index].health_bar then
rpg_t[player.index].health_bar = create_healthbar(player, 0.5)
set_bar(player.character.health, max_life, rpg_t[player.index].health_bar)
elseif not rendering.is_valid(rpg_t[player.index].health_bar) then
rpg_t[player.index].health_bar = create_healthbar(player, 0.5)
set_bar(player.character.health, max_life, rpg_t[player.index].health_bar)
end
set_bar(player.character.health, max_life, rpg_t[player.index].health_bar)
if player.gui.left[main_frame_name] then
local f = player.gui.left[main_frame_name]
local data = Gui.get_data(f)
@@ -365,4 +415,239 @@ function Public.get_magicka(player)
return (rpg_t[player.index].magicka - 10) * 0.10
end
--- Gives connected player some bonus xp if the map was preemptively shut down.
-- amount (integer) -- 10 levels
-- local Public = require 'modules.rpg_v2' Public.give_xp(512)
function Public.give_xp(amount)
for _, player in pairs(game.connected_players) do
if not Public.validate_player(player) then
return
end
Public.gain_xp(player, amount)
end
end
function Public.rpg_reset_player(player, one_time_reset)
if not player.character then
player.set_controller({type = defines.controllers.god})
player.create_character()
end
local RPG_GUI = package.loaded['modules.rpg.gui']
local rpg_t = RPG.get('rpg_t')
local rpg_extra = RPG.get('rpg_extra')
if one_time_reset then
local total = rpg_t[player.index].total
if not total then
total = 0
end
local old_level = rpg_t[player.index].level
local old_points_to_distribute = rpg_t[player.index].points_to_distribute
local old_xp = rpg_t[player.index].xp
rpg_t[player.index] = {
level = 1,
xp = 0,
strength = 10,
magicka = 10,
dexterity = 10,
vitality = 10,
mana = 0,
mana_max = 0,
last_spawned = 0,
dropdown_select_index = 1,
flame_boots = false,
enable_entity_spawn = false,
health_bar = rpg_t[player.index].health_bar,
mana_bar = rpg_t[player.index].mana_bar,
points_to_distribute = 0,
last_floaty_text = visuals_delay,
xp_since_last_floaty_text = 0,
reset = true,
capped = false,
bonus = rpg_extra.breached_walls or 1,
rotated_entity_delay = 0,
last_mined_entity_position = {x = 0, y = 0},
show_bars = false,
stone_path = false,
one_punch = false
}
rpg_t[player.index].points_to_distribute = old_points_to_distribute + total
rpg_t[player.index].xp = old_xp
rpg_t[player.index].level = old_level
else
rpg_t[player.index] = {
level = 1,
xp = 0,
strength = 10,
magicka = 10,
dexterity = 10,
vitality = 10,
mana = 0,
mana_max = 0,
last_spawned = 0,
dropdown_select_index = 1,
flame_boots = false,
enable_entity_spawn = false,
points_to_distribute = 0,
last_floaty_text = visuals_delay,
xp_since_last_floaty_text = 0,
reset = false,
capped = false,
total = 0,
bonus = 1,
rotated_entity_delay = 0,
last_mined_entity_position = {x = 0, y = 0},
show_bars = false,
stone_path = false,
one_punch = false
}
end
RPG_GUI.draw_gui_char_button(player)
RPG_GUI.draw_level_text(player)
RPG_GUI.update_char_button(player)
RPG_GUI.update_player_stats(player)
end
function Public.rpg_reset_all_players()
local rpg_t = RPG.get('rpg_t')
local rpg_extra = RPG.get('rpg_extra')
for k, _ in pairs(rpg_t) do
rpg_t[k] = nil
end
for _, p in pairs(game.connected_players) do
Public.rpg_reset_player(p)
end
rpg_extra.breached_walls = 1
rpg_extra.reward_new_players = 0
rpg_extra.global_pool = 0
end
function Public.gain_xp(player, amount, added_to_pool, text)
if not Public.validate_player(player) then
return
end
local rpg_extra = RPG.get('rpg_extra')
local rpg_t = RPG.get('rpg_t')
if Public.level_limit_exceeded(player) then
add_to_global_pool(amount, false)
if not rpg_t[player.index].capped then
rpg_t[player.index].capped = true
local message = teller_level_limit .. 'You have hit the max level for the current zone.'
Alert.alert_player_warning(player, 10, message)
end
return
end
local text_to_draw
if rpg_t[player.index].capped then
rpg_t[player.index].capped = false
end
if not added_to_pool then
RPG.debug_log('RPG - ' .. player.name .. ' got org xp: ' .. amount)
local fee = amount - add_to_global_pool(amount, true)
RPG.debug_log('RPG - ' .. player.name .. ' got fee: ' .. fee)
amount = math.round(amount, 3) - fee
if rpg_extra.difficulty then
amount = amount + rpg_extra.difficulty
end
RPG.debug_log('RPG - ' .. player.name .. ' got after fee: ' .. amount)
else
RPG.debug_log('RPG - ' .. player.name .. ' got org xp: ' .. amount)
end
rpg_t[player.index].xp = rpg_t[player.index].xp + amount
rpg_t[player.index].xp_since_last_floaty_text = rpg_t[player.index].xp_since_last_floaty_text + amount
if not experience_levels[rpg_t[player.index].level + 1] then
return
end
if rpg_t[player.index].xp >= experience_levels[rpg_t[player.index].level + 1] then
level_up(player)
end
if rpg_t[player.index].last_floaty_text > game.tick then
if not text then
return
end
end
if text then
text_to_draw = '+' .. math.floor(amount) .. ' xp'
else
text_to_draw = '+' .. math.floor(rpg_t[player.index].xp_since_last_floaty_text) .. ' xp'
end
player.create_local_flying_text {
text = text_to_draw,
position = player.position,
color = xp_floating_text_color,
time_to_live = 340,
speed = 2
}
rpg_t[player.index].xp_since_last_floaty_text = 0
rpg_t[player.index].last_floaty_text = game.tick + visuals_delay
end
function Public.global_pool(players, count)
local rpg_extra = RPG.get('rpg_extra')
if not rpg_extra.global_pool then
return
end
local pool = math.floor(rpg_extra.global_pool)
local random_amount = math.random(5000, 10000)
if pool <= random_amount then
return
end
if pool >= 20000 then
pool = 20000
end
local share = pool / count
RPG.debug_log('RPG - Share per player:' .. share)
for i = 1, #players do
local p = players[i]
if p.afk_time < 5000 then
if not Public.level_limit_exceeded(p) then
Public.gain_xp(p, share, false, true)
Public.xp_effects(p)
else
share = share / 10
rpg_extra.leftover_pool = rpg_extra.leftover_pool + share
RPG.debug_log('RPG - player capped: ' .. p.name .. '. Amount to pool:' .. share)
end
else
local message = teller_global_pool .. p.name .. ' received nothing. Reason: AFK'
Alert.alert_player_warning(p, 10, message)
share = share / 10
rpg_extra.leftover_pool = rpg_extra.leftover_pool + share
RPG.debug_log('RPG - player AFK: ' .. p.name .. '. Amount to pool:' .. share)
end
end
rpg_extra.global_pool = rpg_extra.leftover_pool or 0
return
end
--- Distributes the global xp pool to every connected player.
function Public.distribute_pool()
local count = #game.connected_players
local players = game.connected_players
Public.global_pool(players, count)
print('Distributed the global XP pool')
end
Public.add_to_global_pool = add_to_global_pool
return Public