-- a map where you feed hungry boxes, which unlocks new territory, with even more hungry boxes by mewmew --CONFIGS local cell_size = 15 -- size of each territory to unlock local chance_to_receive_token = 0.20 -- chance of a hungry chest, dropping a token after unlocking, can be above 1 for multiple local SA = script.active_mods['space-age'] require 'modules.backpack_research' local Event = require 'utils.event' local Functions = require 'maps.expanse.functions' local SpaceMissions = require 'maps.expanse.space_missions' local MissionData = require 'maps.expanse.mission_data' local GetNoise = require 'utils.math.get_noise' local Global = require 'utils.global' local Map_info = require 'modules.map_info' local Gui = require 'utils.gui' local format_number = require 'util'.format_number local Autostash = require 'modules.autostash' local FT = require 'utils.functions.flying_texts' local Raffle = require 'utils.math.raffle' local Reset = require 'utils.functions.soft_reset' local Server = require 'utils.server' local expanse = { events = { gui_update = Event.generate_event_name('expanse_gui_update'), mission_gui_update = Event.generate_event_name('expanse_missions_gui_update'), invasion_warn = Event.generate_event_name('invasion_warn'), invasion_detonate = Event.generate_event_name('invasion_detonate'), invasion_trigger = Event.generate_event_name('invasion_trigger'), victory = Event.generate_event_name('victory'), map_reset = Event.generate_event_name('expanse_map_reset') } } Global.register( expanse, function (tbl) expanse = tbl end ) local main_button_name = Gui.uid_name() local missions_button_name = Gui.uid_name() local main_frame_name = Gui.uid_name() local close_main_frame_button_name = Gui.uid_name() local missions_frame_name = Gui.uid_name() local close_missions_button_name = Gui.uid_name() local function create_button(player) local buttons = {} if Gui.get_mod_gui_top_frame() then buttons[1] = Gui.add_mod_button( player, { type = 'sprite-button', name = main_button_name, sprite = 'item/requester-chest', tooltip = {'expanse.stats_button'}, style = Gui.button_style } ) buttons[2] = Gui.add_mod_button( player, { type = 'sprite-button', name = missions_button_name, sprite = 'item/rocket-part', tooltip = {'expanse.missions_button'}, style = Gui.button_style } ) for _, button in pairs(buttons) do button.style.font_color = { 165, 165, 165 } button.style.font = 'default-semibold' button.style.minimal_height = 36 button.style.maximal_height = 36 button.style.minimal_width = 40 button.style.padding = -2 end else buttons[1] = player.gui.top[main_button_name] or player.gui.top.add( { type = 'sprite-button', sprite = 'item/requester-chest', name = main_button_name, tooltip = {'expanse.stats_button'}, style = Gui.button_style } ) buttons[2] = player.gui.top[main_button_name] or player.gui.top.add( player, { type = 'sprite-button', name = missions_button_name, sprite = 'item/rocket-part', tooltip = {'expanse.missions_button'}, style = Gui.button_style } ) for _, button in pairs(buttons) do button.style.font_color = { r = 0.11, g = 0.8, b = 0.44 } button.style.font = 'heading-1' button.style.minimal_height = 40 button.style.maximal_width = 40 button.style.minimal_width = 38 button.style.maximal_height = 38 button.style.padding = 1 button.style.margin = 0 end end end local function set_nauvis() local surface = game.surfaces[1] local map_gen_settings = surface.map_gen_settings map_gen_settings.autoplace_controls = { ['coal'] = { frequency = 6, size = 0.7, richness = 0.5 }, ['stone'] = { frequency = 6, size = 0.4, richness = 0.5 }, ['copper-ore'] = { frequency = 6, size = 0.7, richness = 0.95 }, ['iron-ore'] = { frequency = 6, size = 0.7, richness = 1 }, ['uranium-ore'] = { frequency = 10, size = 0.7, richness = 1 }, ['crude-oil'] = { frequency = 20, size = 1.5, richness = 1.5 }, ['trees'] = { frequency = 1.75, size = 1.25, richness = 1 }, ['enemy-base'] = { frequency = 10, size = 10, richness = 2 }, ['water'] = {frequency = 12, size = 0.25 , richness = 1} } map_gen_settings.seed = math.random(1, 4000000000) map_gen_settings.starting_area = 0.08 surface.map_gen_settings = map_gen_settings for chunk in surface.get_chunks() do surface.delete_chunk({ chunk.x, chunk.y }) end end local function reset() game.difficulty_settings.spoil_time_modifier = 1 local enemy = game.forces.enemy enemy.set_gun_speed_modifier('rocket', 2) enemy.set_gun_speed_modifier('bullet', 2) enemy.set_gun_speed_modifier('beam', 2) enemy.set_ammo_damage_modifier('rocket', 2) enemy.set_ammo_damage_modifier('bullet', 2) enemy.set_ammo_damage_modifier('beam', 2) expanse.grid = {} expanse.containers = {} expanse.cost_stats = {} expanse.rocket_silos = {} expanse.missions = { [4] = {level = 0, delivered = {}}, [5] = {level = 0, delivered = {}}, [6] = {level = 0, delivered = {}}, [7] = {level = 0, delivered = {}}, [8] = {level = 0, delivered = {}}, [9] = {level = 0, delivered = {}}, [10] = {level = 0, delivered = {}}, } expanse.landing_pad = nil expanse.space_platform = nil expanse.nonspace_pad = nil expanse.space_production = {} expanse.cargo_pods = {} expanse.invasion_candidates = {} expanse.lightning_tiles = {} expanse.schedule = {} expanse.size = 1 expanse.reset_tick = 0 expanse.tree = nil expanse.rock = nil expanse.acid_tank = nil expanse.biome_offset = math.random(1, 4) expanse.tiered_specials = { [1] = {unlocks = 0, tiles = 0}, [2] = {unlocks = 0, tiles = 0}, [3] = {unlocks = 4, tiles = 0}, --uranium guaranteed [4] = {unlocks = 2, tiles = 0}, --landing pad and silo [5] = {unlocks = SA and 5 or 1, tiles = 0}, --silos [6] = {unlocks = 80, tiles = 0}, --vulcanus [7] = {unlocks = 80, tiles = 0}, --fulgora [8] = {unlocks = 80, tiles = 0}, --gleba [9] = {unlocks = 80, tiles = 0}, --aquilo [10] = {unlocks = 50000, tiles = 0, specials = 1}, --all } Autostash.insert_into_furnace(true) local map_gen_settings = { ['water'] = 0, ['starting_area'] = 1, ['cliff_settings'] = { cliff_elevation_interval = 0, cliff_elevation_0 = 0 }, ['default_enable_all_autoplace_controls'] = false, ['autoplace_settings'] = { ['entity'] = { treat_missing_as_default = false }, ['tile'] = { treat_missing_as_default = false }, ['decorative'] = { treat_missing_as_default = true, settings = {}} }, autoplace_controls = { ['coal'] = { frequency = 0, size = 0, richness = 0 }, ['stone'] = { frequency = 0, size = 0, richness = 0 }, ['copper-ore'] = { frequency = 0, size = 0, richness = 0 }, ['iron-ore'] = { frequency = 0, size = 0, richness = 0 }, ['uranium-ore'] = { frequency = 0, size = 0, richness = 0 }, ['crude-oil'] = { frequency = 0, size = 0, richness = 0 }, ['trees'] = { frequency = 0, size = 0, richness = 0 }, ['enemy-base'] = { frequency = 0, size = 0, richness = 0 } } } if not expanse.active_surface_index then expanse.active_surface_index = game.create_surface('expanse', map_gen_settings).index else if expanse.restart_from_scenario then Server.start_scenario('Expanse') return end game.forces.player.set_spawn_position({8, 8}, game.surfaces[expanse.active_surface_index]) expanse.active_surface_index = Reset.soft_reset_map(game.surfaces[expanse.active_surface_index], map_gen_settings, {}).index expanse.reset_tick = game.tick end expanse.restart_from_scenario = false local surface = game.surfaces[expanse.active_surface_index] surface.ignore_surface_conditions = true if expanse.override_nauvis then set_nauvis() end local source_surface = game.surfaces[expanse.source_surface] source_surface.request_to_generate_chunks({ x = 0, y = 0 }, 4) source_surface.force_generate_chunk_requests() game.forces.player.set_surface_hidden(source_surface, true) surface.request_to_generate_chunks({ x = 0, y = 0 }, 4) surface.force_generate_chunk_requests() local techs = game.forces.player.technologies techs['atomic-bomb'].enabled = false for _, tech in pairs(MissionData.locked_techs) do techs[tech].enabled = false techs[tech].visible_when_disabled = true end for _, player in pairs(game.players) do player.teleport({ -4, -4 }, source_surface) end if SA then SpaceMissions.init_space(expanse) else SpaceMissions.init_nonspace(expanse) end Functions.expand(expanse, { x = 0, y = 0 }) for _, player in pairs(game.players) do player.teleport(surface.find_non_colliding_position('character', { expanse.square_size * 0.5, expanse.square_size * 0.5 }, 8, 0.5) or {5, 5}, surface) end game.reset_time_played() script.raise_event(expanse.events.mission_gui_update, {}) end local ores = { 'copper-ore', 'iron-ore', 'stone', 'coal', 'iron-ore', 'copper-ore', 'coal', 'iron-ore' } local function generate_ore(surface, left_top) local seed = game.surfaces[1].map_gen_settings.seed local left_top_x = left_top.x local left_top_y = left_top.y --Draw the mixed ore patches. for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = { x = left_top_x + x, y = left_top_y + y } if surface.can_place_entity({ name = 'iron-ore', position = pos }) then local noise = GetNoise('smol_areas', pos, seed) if math.abs(noise) > 0.78 or math.abs(noise) < 0.11 then local amount = 500 + math.sqrt(pos.x ^ 2 + pos.y ^ 2) * 4 local i = math.floor(noise * 40 + math.abs(pos.x) * 0.05) % 8 + 1 surface.create_entity({ name = ores[i], position = pos, amount = amount }) end end end end end local function on_resource_depleted(event) local ore = event.entity if ore and ore.valid then local distance = math.sqrt(ore.position.x ^ 2 + ore.position.y ^ 2) if ore.name == 'stone' and distance > 100 then if math.random(1, 4) == 1 then ore.surface.create_entity({ name = 'uranium-ore', position = ore.position, amount = 200 + math.floor(distance) * math.random(1, 3) }) end end end end local function on_chunk_generated(event) local surface = event.surface if string.sub(surface.name, 0, 7) ~= 'expanse' then if expanse.override_nauvis then if surface.index == 1 then for _, e in pairs(surface.find_entities_filtered({ area = event.area, name = { 'iron-ore', 'copper-ore', 'coal', 'stone', 'uranium-ore' } })) do surface.create_entity({ name = e.name, position = e.position, amount = 500 + math.sqrt(e.position.x ^ 2 + e.position.y ^ 2) * 3 }) e.destroy() end generate_ore(surface, event.area.left_top) for _, unit in pairs(surface.find_entities_filtered({ area = event.area, type = { 'unit', 'turret', 'unit-spawner', 'fish' }, force = { 'enemy', 'neutral' } })) do unit.active = false end end end return end local left_top = event.area.left_top local tiles = {} local i = 1 if left_top.x == 0 and left_top.y == 0 then for x = 0, 31, 1 do for y = 0, 31, 1 do if x >= expanse.square_size or y >= expanse.square_size then tiles[i] = { name = 'out-of-map', position = { left_top.x + x, left_top.y + y } } i = i + 1 end end end else for x = 0, 31, 1 do for y = 0, 31, 1 do tiles[i] = { name = 'out-of-map', position = { left_top.x + x, left_top.y + y } } i = i + 1 end end end surface.set_tiles(tiles, true) end local function on_area_cloned(event) local source_surface = event.source_surface local dest_surface = event.destination_surface for _, cloned_entity in pairs(dest_surface.find_entities(event.destination_area)) do cloned_entity.active = true if cloned_entity.type == 'unit-spawner' then Functions.spawn_units(cloned_entity) end end for _, source_entity in pairs(source_surface.find_entities(event.source_area)) do source_entity.destroy() end end local function container_opened(event) local entity = event.entity if not entity then return end if not entity.valid then return end if not entity.unit_number then return end if entity.force.index ~= 3 then return end local expansion_position = Functions.set_container(expanse, entity) if expansion_position then local player = game.players[event.player_index] local surface = game.get_surface(player.surface.name) if not surface or not surface.valid then return end local colored_player_name = { 'expanse.colored_text', player.color.r * 0.6 + 0.35, player.color.g * 0.6 + 0.35, player.color.b * 0.6 + 0.35, player.name } game.print({ 'expanse.tile_unlock', colored_player_name, { 'expanse.gps', math.floor(expansion_position.x), math.floor(expansion_position.y), game.surfaces[expanse.active_surface_index].name } }) expanse.size = (expanse.size or 1) + 1 if math.random(1, 4) == 1 then if surface and surface.count_tiles_filtered({ position = expansion_position, radius = 6, collision_mask = 'water_tile' }) > 40 then return end local render = rendering.draw_sprite { sprite = 'utility/danger_icon', surface = surface, target = expansion_position, x_scale = 2, y_scale = 2 } table.insert(expanse.invasion_candidates, { surface_index = surface.index, position = expansion_position, render = render }) Functions.check_invasion(expanse) end end end local function on_gui_opened(event) container_opened(event) end local function on_gui_closed(event) container_opened(event) end local function assign_acid_tank(entity) local tanks = entity.surface.find_entities_filtered { name = 'storage-tank', position = entity.position, radius = 8 } for _, tank in pairs(tanks) do if tank.get_fluid_count('sulfuric-acid') > 0 then return tank end end return nil end local function uranium_mining(entity) if not game.forces.player.technologies['uranium-processing'].researched then return end if not expanse.acid_tank or not expanse.acid_tank.valid then expanse.acid_tank = assign_acid_tank(entity) end local tank = expanse.acid_tank if tank and tank.valid then local acid = tank.get_fluid_count('sulfuric-acid') if acid > 5 then tank.remove_fluid { name = 'sulfuric-acid', amount = 4 } entity.surface.spill_item_stack({position = entity.position, stack ={ name = 'uranium-ore', count = 4 }, enable_looted = true, allow_belts = true}) FT.flying_text(nil, entity.surface, tank.position, '-4 [fluid=sulfuric-acid]', { r = 0.88, g = 0.02, b = 0.02 }) end end end local function infini_rock(entity) if entity.type ~= 'simple-entity' then return end local techs = game.forces.player.technologies local inf_ores = { ['iron-ore'] = 16, ['copper-ore'] = 8, ['coal'] = 8, ['stone'] = 3, ['scrap'] = (SA and techs['recycling'].researched) and 4 or nil, ['tungsten-ore'] = (SA and techs['foundry'].researched) and 2 or nil, ['calcite'] = (SA and techs['foundry'].researched) and 1 or nil } local a = math.floor(expanse.square_size * 0.5) if entity.position.x == a + 4 and entity.position.y == a - 4 then local newrock = entity.surface.create_entity({ name = 'big-rock', position = { a + 4, a - 4 } }) local roll = Raffle.raffle(inf_ores) entity.surface.spill_item_stack({position = entity.position, stack = { name = roll, count = math.random(80, 160) }, enable_looted = true, allow_belts = true}) uranium_mining(entity) if newrock then expanse.rock = script.register_on_object_destroyed(newrock) end end end local function infini_tree() local techs = game.forces.player.technologies local trees = { ['tree-01'] = 1, ['tree-02'] = 1, ['tree-02-red'] = 1, ['tree-03'] = 1, ['tree-04'] = 1, ['tree-05'] = 1, ['tree-06'] = 1, ['tree-06-brown'] = 1, ['tree-07'] = 1, ['tree-08'] = 1, ['tree-08-brown'] = 1, ['tree-08-red'] = 1, ['tree-09'] = 1, ['tree-09-brown'] = 1, ['tree-09-red'] = 1, ['ashland-lichen-tree'] = (SA and techs['foundry'].researched) and 7 or nil, ['funneltrunk'] = (SA and techs['agriculture'].researched) and 5 or nil, ['teflilly'] = (SA and techs['agriculture'].researched) and 5 or nil, ['stingfrond'] = (SA and techs['agriculture'].researched) and 5 or nil, ['sunnycomb'] = (SA and techs['agriculture'].researched) and 5 or nil, ['boompuff'] = (SA and techs['agriculture'].researched) and 2 or nil, } local a = math.floor(expanse.square_size * 0.5) local surface = game.surfaces[expanse.active_surface_index] local position = {a - 4, a + 4} local newtree = surface.create_entity({ name = Raffle.raffle(trees), position = position, }) --register_plant = true ? if newtree then expanse.tree = script.register_on_object_destroyed(newtree) end end local function infini_resource(event) local entity = event.entity if not entity.valid then return end if entity.name == 'big-rock' then infini_rock(entity) end end local function infini_resource2(event) if event.registration_number == expanse.tree then infini_tree() elseif event.registration_number == expanse.rock then local a = math.floor(expanse.square_size * 0.5) infini_rock({type = 'simple-entity', position = {x = a + 4, y = a - 4 }, surface = game.surfaces[expanse.active_surface_index]}) end end local function on_entity_damaged(event) local entity = event.entity if not entity or not entity.valid then return end if entity.type == 'reactor' then if entity.temperature > 800 then --we deny reactors to stay over 900 degrees, so there cannnot be nuclear meltdown that would damage the tiles uncontrollably entity.temperature = 800 end end end local function on_player_joined_game(event) local player = game.players[event.player_index] local surface = game.surfaces[expanse.active_surface_index] if player.online_time == 0 then player.teleport(surface.find_non_colliding_position('character', { expanse.square_size * 0.5, expanse.square_size * 0.5 }, 32, 0.5) or {0,0}, surface) end if player.surface.index ~= expanse.active_surface_index then player.character = nil player.set_controller({ type = defines.controllers.god }) player.create_character() player.teleport(surface.find_non_colliding_position('character', player.force.get_spawn_position(surface), 32, 0.5) or { 0, 0 }, surface) end create_button(player) end local function on_pre_player_left_game(event) local player = game.players[event.player_index] if not player.character then return end if not player.character.valid then return end local inventory = player.get_main_inventory() if not inventory then return end local removed_count = inventory.remove({ name = 'coin', count = 999999 }) if removed_count > 0 then for _ = 1, removed_count, 1 do player.surface.spill_item_stack({position = player.position, stack = { name = 'coin', count = 1 }, enable_looted = false, allow_belts = false}) end game.print({ 'expanse.tokens_dropped', player.name, { 'expanse.gps', math.floor(player.position.x), math.floor(player.position.y), player.surface.name } }) end end local function on_init() local T = Map_info.get_map_information() T.localised_category = 'expanse' T.main_caption_color = { r = 170, g = 170, b = 0 } T.sub_caption_color = { r = 120, g = 120, b = 0 } if not expanse.source_surface then expanse.source_surface = 'nauvis' end if not expanse.token_chance then expanse.token_chance = chance_to_receive_token end if not expanse.price_distance_modifier then expanse.price_distance_modifier = 0.006 end if not expanse.max_ore_price_modifier then expanse.max_ore_price_modifier = 0.33 end if not expanse.square_size then expanse.square_size = cell_size end expanse.override_nauvis = true -- adds custom mixed ores and raises frequency of resources game.map_settings.enemy_expansion.enabled = true game.map_settings.enemy_expansion.max_expansion_cooldown = 1800 game.map_settings.enemy_expansion.min_expansion_cooldown = 1800 game.map_settings.enemy_expansion.settler_group_max_size = 8 game.map_settings.enemy_expansion.settler_group_min_size = 16 game.map_settings.enemy_evolution.destroy_factor = 0.003 --default game: 0.002 game.map_settings.enemy_evolution.pollution_factor = 6e-07 --default game: 9e-07 game.map_settings.enemy_evolution.time_factor = 2e-06 --default game: 4e-06 --Settings for cave miner --[[ expanse.override_nauvis = false expanse.token_chance = 0.75 expanse.price_distance_modifier = 0.0035 expanse.max_ore_price_modifier = 0.25 game.forces.player.technologies.landfill.researched = true ]] reset() end local function map_reset(_event) SpaceMissions.reset_space(expanse) reset() end local function victory(_event) game.print({'expanse.script-victory'}) game.play_sound { path = 'utility/game_won', volume_modifier = 0.9 } table.insert(expanse.schedule, { tick = game.tick + 120 * 60, event = 'map_reset', parameters = {} }) end local function on_tick() SpaceMissions.launch_rockets(expanse) if game.tick % 3600 == 0 then SpaceMissions.produce_space_goods(expanse) SpaceMissions.deliver_goods(expanse) end if not next(expanse.schedule) then return end for index, stuff in pairs(expanse.schedule) do if game.tick >= stuff.tick then script.raise_event(expanse.events[stuff.event], stuff.parameters) expanse.schedule[index] = nil end end end local function resource_stats(parent, name, quality, count) local color = prototypes.quality[quality].color local tooltip = {'expanse.colored_text', color.r, color.g, color.b, Functions.get_item_tooltip(name, quality, true)} local button = parent.add({ type = 'sprite-button', name = name .. '|' .. quality .. '_sprite', sprite = 'item/' .. name, quality = quality, enabled = false, tooltip = tooltip }) local label = parent.add({ type = 'label', name = name .. '|' .. quality .. '_label', caption = format_number(tonumber(count), true), tooltip = count }) label.style.width = 40 label.style.font_color = color return button, label end local function create_main_frame(player) local frame, inside_frame = Gui.add_main_frame_with_toolbar(player, 'screen', main_frame_name, false, close_main_frame_button_name, { 'expanse.stats_gui' }) --local frame = player.gui.screen.add({ type = 'frame', name = main_frame_name, caption = { 'expanse.stats_gui' }, direction = 'vertical' }) if not frame or not inside_frame then return end frame.location = { x = 10, y = 50 } frame.style.maximal_height = 600 local invasion_numbers = Functions.invasion_numbers(expanse) inside_frame.add({ type = 'label', name = 'size', caption = { 'expanse.stats_size', expanse.size or 1 } }) inside_frame.add({ type = 'label', name = 'biters', caption = { 'expanse.stats_attack', #expanse.invasion_candidates, invasion_numbers.candidates, invasion_numbers.groups } }) local scroll = inside_frame.add({ type = 'scroll-pane', name = 'scroll_pane', horizontal_scroll_policy = 'never', vertical_scroll_policy = 'auto-and-reserve-space' }) local frame_table = scroll.add({ type = 'table', name = 'resource_stats', column_count = 8 }) frame_table.style.horizontally_stretchable = true frame_table.style.vertically_stretchable = true for qname, count in table.spairs(expanse.cost_stats, function (t, a, b) return t[a] > t[b] end) do local name, quality = Functions.split_key(qname) resource_stats(frame_table, name, quality, count) end end local function update_resource_gui(event) for _, player in pairs(game.connected_players) do if player.gui.screen[main_frame_name] then local frame = player.gui.screen[main_frame_name]['inside_frame'] local invasion_numbers = Functions.invasion_numbers(expanse) frame['size'].caption = { 'expanse.stats_size', expanse.size or 1 } frame['biters'].caption = { 'expanse.stats_attack', #expanse.invasion_candidates, invasion_numbers.candidates, invasion_numbers.groups } local frame_table = frame['scroll_pane']['resource_stats'] local count = expanse.cost_stats[Functions.make_key(event.item, event.quality)] or 0 if not frame_table[event.item .. '|' .. event.quality .. '_label'] then resource_stats(frame_table, event.item, event.quality, count) else frame_table[event.item .. '|' .. event.quality .. '_label'].caption = format_number(tonumber(count), true) frame_table[event.item .. '|' .. event.quality .. '_label'].tooltip = count end end end end local function mission_stats(parent, name, quality, count, delivered) local color = prototypes.quality[quality].color local tooltip = {'expanse.colored_text', color.r, color.g, color.b, Functions.get_item_tooltip(name, quality, false)} local button = parent.add({ type = 'sprite-button', name = name .. '|' .. quality .. '_sprite', sprite = 'item/' .. name, quality = quality, enabled = false, tooltip = tooltip }) local label = parent.add({ type = 'label', name = name .. '|' .. quality .. '_label', caption = {'expanse.missions_progress', format_number(tonumber(delivered), true), format_number(tonumber(count), true)} }) label.style.minimal_width = 40 label.style.font_color = delivered == count and {r = 0, g = 0.88, b = 0} or {r = 0.88, g = 0, b = 0} return button, label end local function mission_rewards(parent, type, reward) local type_sprites = { ['research'] = 'virtual-signal/signal-science-pack', ['production'] = 'virtual-signal/signal-clockwise-circle-arrow', ['once'] = 'virtual-signal/signal-1', ['script'] = 'virtual-signal/signal-check' } local things = {''} if type == 'research' then for tech, progress in pairs(reward) do things = {'', things, {'expanse.missions_reward_tech', tech, {'technology-name.' .. tech}, progress * 100}} end elseif type == 'script' then for thing, value in pairs(reward) do things = {'', things, {'expanse.script-' .. thing, value}} things = {'', things, '\n'} if thing == 'new-ship' then things = {'', things, {'expanse.ship-desc-' .. value}} things = {'', things, '\n'} end end elseif type == 'production' or type == 'once' then for qname, count in pairs(reward) do local name, quality = Functions.split_key(qname) things = {'', things, count} things = {'', things, ' [item=' .. name .. ',quality=' .. quality .. ']\n'} end end local tooltip = {'expanse.missions_reward_tooltip', {'expanse.missions_reward_' .. type}, things} local type_button = parent.add({ type = 'sprite-button', sprite = type_sprites[type], name = 'reward|' .. type, tooltip = tooltip, enabled = false}) return type_button end local function create_missions_frame(player, location, selected_tab_index) local frame, inside_frame = Gui.add_main_frame_with_toolbar(player, 'screen', missions_frame_name, false, close_missions_button_name, { 'expanse.missions_gui' }) --local frame = player.gui.screen.add({ type = 'frame', name = missions_frame_name, caption = { 'expanse.missions_gui' }, direction = 'vertical' }) if not frame or not inside_frame then return end local pane = inside_frame.add({ type = 'tabbed-pane', name = 'missions_tab_pane' }) frame.location = location or { x = 210, y = 50 } frame.style.maximal_height = 600 local prod_tab = pane.add({ type = 'tab', caption = 'Production', name = 'mission_tab_prod', style = 'slightly_smaller_tab' }) local prod_frame = pane.add({ type = 'frame', name = 'prod_frame', direction = 'vertical', style = 'mod_gui_inside_deep_frame' }) prod_frame.style.padding = 8 prod_frame.style.horizontally_stretchable = true prod_frame.style.vertically_stretchable = true pane.add_tab(prod_tab, prod_frame) prod_frame.add({ type = 'label', caption = {'expanse.production_label'}, name = 'prod_label'}) local prod_table = prod_frame.add({ type = 'table', name = 'prod_table', column_count = 10 }) for qname, count in pairs(expanse.space_production) do local name, quality = Functions.split_key(qname) resource_stats(prod_table, name, quality, count) end for i = 4, SA and 10 or 5, 1 do local req = MissionData.mission_unlocks[i] local level = expanse.missions[i].level local tab = pane.add({ type = 'tab', caption = 'M' .. i, name = 'mission_tab_' .. i, style = 'slightly_smaller_tab' }) local mission_frame = pane.add({ type = 'frame', name = 'mission_frame' .. i, direction = 'vertical', style = 'mod_gui_inside_deep_frame' }) mission_frame.style.padding = 8 mission_frame.style.horizontally_stretchable = true mission_frame.style.vertically_stretchable = true pane.add_tab(tab, mission_frame) local mission_table = mission_frame.add({ type = 'table', name = 'mission_table' .. i, column_count = 2}) mission_table.add({ type = 'sprite-button', name = 'tier' .. i, sprite = 'virtual-signal/signal-' .. (i < 10 and i or 0), tooltip = {'expanse.missions_tier', i, level}, enabled = false }) mission_table.add({ type = 'label', name = 'mission_label' .. i, caption = {'expanse.missions_tier', i, level} }) mission_table.add({ type = 'sprite-button', name = 'mission_unlock' .. i, sprite = 'virtual-signal/signal-info', enabled = false}) local lore_table = mission_table.add({ type = 'table', name = 'lore_table' .. i, column_count = 2}) lore_table.add({ type = 'sprite-button', name = 'lore-unlock' .. i, sprite = 'virtual-signal/signal-unlock', enabled = false}) lore_table.add({ type = 'label', name = 'lore-' .. i .. '-u', caption = {'expanse.missions_reqs', req, {'technology-name.' .. req}} }) -- for s = 0, level, 1 do -- local sprite = (s == level) and 'virtual-signal/signal-hourglass' or 'virtual-signal/signal-check' -- lore_table.add({ type = 'sprite-button', name = 'lore-' .. i .. '-' .. s, sprite = sprite, enabled = false}) -- lore_table.add({ type = 'label', name = 'lore-label-' .. i .. '-' .. s, caption = {'expanse-lore.m' .. i .. '-' .. s}}) -- end mission_table.add({ type = 'sprite-button', name = 'dummy' .. i, sprite = 'item/rocket-part', enabled = false, tooltip = {'expanse.missions_mission'} }) local tier_table = mission_table.add({ type = 'table', name = 'mission_reqs' .. i, column_count = 10 }) mission_table.add({ type = 'sprite-button', name = 'reward' .. i, sprite = 'virtual-signal/signal-output', enabled = false, tooltip = {'expanse.missions_reward'}}) local reward_table = mission_table.add({ type = 'table', name = 'reward_table' .. i, column_count = 10}) if level > 0 then local costs = SA and MissionData.costs[i] or MissionData.nonspace_costs[i] for qname, count in pairs(costs[expanse.missions[i].level]) do local name, quality = Functions.split_key(qname) local delivered = expanse.missions[i].delivered[qname] or 0 mission_stats(tier_table, name, quality, count, delivered) end local rewards = SA and MissionData.rewards[i] or MissionData.nonspace_rewards[i] for type, reward in pairs(rewards[level]) do mission_rewards(reward_table, type, reward) end end end pane.selected_tab_index = selected_tab_index or 1 end local function update_mission_gui(_event) for _, player in pairs(game.connected_players) do if player.gui.screen[missions_frame_name] then local frame = player.gui.screen[missions_frame_name] local location = frame.location local selected_tab_index = frame['inside_frame']['missions_tab_pane'].selected_tab_index frame.destroy() create_missions_frame(player, location, selected_tab_index) end end end local function on_gui_click(event) local element = event.element if not element.valid then return end local name = element.name local player = game.players[event.player_index] if name == main_button_name or name == close_main_frame_button_name then if player.gui.screen[main_frame_name] then player.gui.screen[main_frame_name].destroy() else create_main_frame(player) end return end if name == missions_button_name or name == close_missions_button_name then if player.gui.screen[missions_frame_name] then player.gui.screen[missions_frame_name].destroy() else create_missions_frame(player) end return end end local function on_research_finished(event) local research = event.research local force = research.force local banned_items = { ['cargo-landing-pad'] = (not expanse.landing_pad or not expanse.landing_pad.valid) and true or false, ['rocket-silo'] = true, ['atomic-bomb'] = true } for recipe, state in pairs(banned_items) do if state == true then force.recipes[recipe].enabled = false end end for tier, name in pairs(MissionData.mission_unlocks) do if research.name == name then SpaceMissions.unlock_mission_tier(expanse, tier) end end end local function on_rocket_launch_ordered(event) local silo = event.rocket_silo local pod = event.rocket.attached_cargo_pod local data = expanse.rocket_silos[silo.unit_number] expanse.cargo_pods[pod.unit_number] = {pod = pod, tier = data.tier, source = silo} end local function on_cargo_pod_finished_ascending(event) local pod = event.cargo_pod if not pod or not pod.valid then return end local surface = pod.surface if surface.index == expanse.active_surface_index then SpaceMissions.rocket_delivery(expanse, pod) end end local function cmd_handler(admin_required) local player = game.player local p if not (player and player.valid) then p = log else p = player.print end if player and admin_required and not player.admin then p('You are not an admin!') return false, nil, p end return true, player or {name = 'Server'}, p end commands.add_command( 'expanse-reset', 'Fully resets the expanse map.', function() local s, player = cmd_handler(true) if s then map_reset() game.print((player and player.name or 'Server') .. ' has reset the map.') end end ) commands.add_command( 'chest-value', 'Shows value of the chest nearby', function() local s, player = cmd_handler(false) if s and player and player.valid then Functions.chest_value(expanse, player) end end ) commands.add_command( 'expanse-update', 'Restarts the server with newest version of Expanse scenario code during next map reset', function() local s, _, p = cmd_handler() if s then expanse.restart_from_scenario = not expanse.restart_from_scenario p('Expanse marking for full restart with updates on next reset was switched to ' .. tostring(expanse.restart_from_scenario)) end end ) Event.on_init(on_init) Event.on_nth_tick(60, on_tick) Event.add(defines.events.on_chunk_generated, on_chunk_generated) Event.add(defines.events.on_area_cloned, on_area_cloned) Event.add(defines.events.on_resource_depleted, on_resource_depleted) Event.add(defines.events.on_entity_died, infini_resource) Event.add(defines.events.on_gui_closed, on_gui_closed) Event.add(defines.events.on_gui_opened, on_gui_opened) Event.add(defines.events.on_gui_click, on_gui_click) Event.add(defines.events.on_player_joined_game, on_player_joined_game) Event.add(defines.events.on_pre_player_left_game, on_pre_player_left_game) Event.add(defines.events.on_pre_player_mined_item, infini_resource) Event.add(defines.events.on_robot_pre_mined, infini_resource) Event.add(defines.events.on_research_finished, on_research_finished) Event.add(defines.events.on_rocket_launch_ordered, on_rocket_launch_ordered) Event.add(defines.events.on_cargo_pod_finished_ascending, on_cargo_pod_finished_ascending) Event.add(defines.events.on_object_destroyed, infini_resource2) Event.add(defines.events.on_entity_damaged, on_entity_damaged) Event.add(expanse.events.gui_update, update_resource_gui) Event.add(expanse.events.mission_gui_update, update_mission_gui) Event.add(expanse.events.invasion_warn, Functions.invasion_warn) Event.add(expanse.events.invasion_detonate, Functions.invasion_detonate) Event.add(expanse.events.invasion_trigger, Functions.invasion_trigger) Event.add(expanse.events.victory, victory) Event.add(expanse.events.map_reset, map_reset)