--luacheck: ignore --luacheck ignores because tickinterval arguments are a code templating choice... local Memory = require 'maps.pirates.memory' local Gui = require 'maps.pirates.gui.gui' local Ai = require 'maps.pirates.ai' local Structures = require 'maps.pirates.structures.structures' local Islands = require 'maps.pirates.surfaces.islands.islands' local Boats = require 'maps.pirates.structures.boats.boats' local Surfaces = require 'maps.pirates.surfaces.surfaces' local Interface = require 'maps.pirates.interface' local Roles = require 'maps.pirates.roles.roles' local Classes = require 'maps.pirates.roles.classes' local Progression = require 'maps.pirates.progression' local Crowsnest = require 'maps.pirates.surfaces.crowsnest' local Hold = require 'maps.pirates.surfaces.hold' local Cabin = require 'maps.pirates.surfaces.cabin' local Balance = require 'maps.pirates.balance' local Common = require 'maps.pirates.common' local CoreData = require 'maps.pirates.coredata' local Overworld = require 'maps.pirates.overworld' local Utils = require 'maps.pirates.utils_local' local Crew = require 'maps.pirates.crew' local Math = require 'maps.pirates.math' local _inspect = require 'utils.inspect'.inspect local Quest = require 'maps.pirates.quest' local Public = {} function Public.class_renderings(tickinterval) local memory = Memory.get_crew_memory() if not memory.classes_table then return end local crew = Common.crew_get_crew_members() if not memory.quartermaster_renderings then memory.quartermaster_renderings = {} end local processed_renderings = {} for _, player in pairs(crew) do local player_index = player.index if memory.classes_table[player_index] == Classes.enum.QUARTERMASTER then local r = memory.quartermaster_renderings[player_index] processed_renderings[player_index] = true if Common.validate_player_and_character(player) then if r and rendering.is_valid(r) then rendering.set_target(r, player.character) else memory.quartermaster_renderings[player_index] = rendering.draw_circle{ surface = player.surface, target = player.character, color = CoreData.colors.quartermaster_rendering, filled = false, radius = Common.quartermaster_range, only_in_alt_mode = true, draw_on_ground = true, } end else if r then rendering.destroy(r) memory.quartermaster_renderings[player_index] = nil end end end end for k, r in pairs(memory.quartermaster_renderings) do if not processed_renderings[k] then rendering.destroy(r) memory.quartermaster_renderings[k] = nil end end end function Public.update_character_properties(tickinterval) local memory = Memory.get_crew_memory() local crew = Common.crew_get_crew_members() for _, player in pairs(crew) do if Common.validate_player_and_character(player) then local player_index = player.index local character = player.character if memory.classes_table and memory.classes_table[player_index] then local max_reach_bonus = 0 -- if memory.classes_table[player_index] == Classes.enum.DECKHAND then -- max_reach_bonus = Math.max(max_reach_bonus, 6) -- character.character_build_distance_bonus = 6 -- else -- character.character_build_distance_bonus = 0 -- end if memory.classes_table[player_index] == Classes.enum.FISHERMAN then max_reach_bonus = Math.max(max_reach_bonus, 10) character.character_resource_reach_distance_bonus = 10 elseif memory.classes_table[player_index] == Classes.enum.MASTER_ANGLER or memory.classes_table[player_index] == Classes.enum.DREDGER then max_reach_bonus = Math.max(max_reach_bonus, 16) character.character_resource_reach_distance_bonus = 16 else character.character_resource_reach_distance_bonus = 0 end character.character_reach_distance_bonus = max_reach_bonus end local health_boost = 0 -- base health is 250 -- moved to damage resistance: -- if memory.classes_table and memory.classes_table[player_index] then -- local class = memory.classes_table[player_index] -- if class == Classes.enum.SAMURAI then -- health_boost = health_boost + 800 -- elseif class == Classes.enum.HATAMOTO then -- health_boost = health_boost + 1300 -- end -- end -- Captain health boost: -- if Common.is_captain(player) then -- health_boost = health_boost + 50 -- end character.character_health_bonus = health_boost local speed_boost = Balance.base_extra_character_speed if memory.speed_boost_characters and memory.speed_boost_characters[player_index] then speed_boost = speed_boost + 0.75 else if memory.classes_table and memory.classes_table[player_index] then local class = memory.classes_table[player_index] if class == Classes.enum.SCOUT then speed_boost = speed_boost + 0.35 elseif class == Classes.enum.DECKHAND or class == Classes.enum.BOATSWAIN or class == Classes.enum.SHORESMAN then local surfacedata = Surfaces.SurfacesCommon.decode_surface_name(player.surface.name) local type = surfacedata.type local on_ship_bool = type == Surfaces.enum.HOLD or type == Surfaces.enum.CABIN or type == Surfaces.enum.CROWSNEST or (player.surface.name == memory.boat.surface_name and Boats.on_boat(memory.boat, player.position)) local hold_bool = surfacedata.type == Surfaces.enum.HOLD if class == Classes.enum.DECKHAND then if on_ship_bool and (not hold_bool) then speed_boost = speed_boost + 0.25 end elseif class == Classes.enum.BOATSWAIN then if hold_bool then speed_boost = speed_boost + 0.25 end elseif class == Classes.enum.SHORESMAN then if not on_ship_bool then speed_boost = speed_boost + 0.07 end end end end end character.character_running_speed_modifier = speed_boost end end end function Public.class_rewards_tick(tickinterval) --assuming tickinterval = 6 seconds for now local memory = Memory.get_crew_memory() local crew = Common.crew_get_crew_members() for _, player in pairs(crew) do if Common.validate_player_and_character(player) then local player_index = player.index if memory.classes_table and memory.classes_table[player_index] then if game.tick % tickinterval == 0 and Common.validate_player_and_character(player) then if memory.classes_table[player.index] == Classes.enum.SMOLDERING then local inv = player.get_inventory(defines.inventory.character_main) if not (inv and inv.valid) then return end local max_coal = 50 -- local max_transfer = 1 local wood_count = inv.get_item_count('wood') local coal_count = inv.get_item_count('coal') if wood_count >= 1 and coal_count < max_coal then -- local count = Math.min(wood_count, max_coal-coal_count, max_transfer) local count = 1 inv.remove({name = 'wood', count = count}) inv.insert({name = 'coal', count = count}) Common.flying_text_small(player.surface, player.position, '[item=coal]') end end end end if game.tick % tickinterval == 0 and (not (memory.boat and memory.boat.state and memory.boat.state == Structures.Boats.enum_state.ATSEA_LOADING_MAP)) then --it is possible to spend extra time here, so don't give out freebies if memory.classes_table and memory.classes_table[player_index] then local class = memory.classes_table[player_index] if class == Classes.enum.DECKHAND or class == Classes.enum.SHORESMAN or class == Classes.enum.BOATSWAIN or class == Classes.enum.QUARTERMASTER then --watch out for this line! local surfacedata = Surfaces.SurfacesCommon.decode_surface_name(player.surface.name) local type = surfacedata.type local on_ship_bool = type == Surfaces.enum.HOLD or type == Surfaces.enum.CABIN or type == Surfaces.enum.CROWSNEST or (player.surface.name == memory.boat.surface_name and Boats.on_boat(memory.boat, player.position)) local hold_bool = surfacedata.type == Surfaces.enum.HOLD if class == Classes.enum.DECKHAND and on_ship_bool and (not hold_bool) then Classes.class_ore_grant(player, 2) elseif class == Classes.enum.BOATSWAIN and hold_bool then Classes.class_ore_grant(player, 4) elseif class == Classes.enum.SHORESMAN and (not on_ship_bool) then Classes.class_ore_grant(player, 2) elseif class == Classes.enum.QUARTERMASTER then local nearby_players = #player.surface.find_entities_filtered{position = player.position, radius = Common.quartermaster_range, name = 'character'} if nearby_players > 1 then Classes.class_ore_grant(player, nearby_players - 1, true) end end end end end end end end return Public