-- Rewards Module -- Made by: skudd3r for ComfyPlay -- This module sets the rewards based on the killscore(score module) local Event = require 'utils.event' local Token = require 'utils.token' local Task = require 'utils.task' local Score = require 'utils.gui.score' local floor = math.floor local sqrt = math.sqrt local insert = table.insert local rewards_loot = { [1] = { { name = 'submachine-gun', count = 1, text = ' Submachine Gun' }, { name = 'firearm-magazine', count = 50, text = ' SMG Rounds' } }, [2] = { { name = 'heavy-armor', count = 1, text = ' Heavy Armor' }, { name = 'defender-capsule', count = 20, text = ' Defender-Bots' } }, [3] = { { name = 'firearm-magazine', count = 50, text = ' SMG Rounds' }, { name = 'grenade', count = 10, text = ' Grenades' } }, [4] = { { name = 'land-mine', count = 20, text = ' Landmines' }, { name = 'firearm-magazine', count = 100, text = ' SMG Rounds' } }, [5] = { { name = 'slowdown-capsule', count = 20, text = ' Slowdown Capsules' }, { name = 'poison-capsule', count = 20, text = ' Poison Capsules' } }, [6] = { { name = 'land-mine', count = 30, text = ' Landmines' }, { name = 'raw-fish', count = 30, text = ' Fish Food' } }, [7] = { { name = 'piercing-rounds-magazine', count = 50, text = ' SMG AP Rounds' }, { name = 'distractor-capsule', count = 20, text = ' Distractor Capsules' } }, [8] = { { name = 'combat-shotgun', count = 1, text = ' Combat Shotgun' }, { name = 'piercing-shotgun-shell', count = 50, text = ' AP Shotgun Shells' } }, [9] = { { name = 'poison-capsule', count = 40, text = ' Poison Capsule' }, { name = 'piercing-rounds-magazine', count = 100, text = ' SMG AP Rounds' } }, [10] = { { name = 'computer', count = 1, text = ' Teleporter Computer' }, { name = 'modular-armor', count = 1, text = ' Modular Armor' } }, [11] = { { name = 'solar-panel-equipment', count = 2, text = ' Portable Solar Panel' }, { name = 'battery-equipment', count = 1, text = ' MK1 Battery' }, { name = 'night-vision-equipment', count = 1, text = ' Night Vision Goggles' } }, [12] = { { name = 'cluster-grenade', count = 20, text = ' Cluster Grenades' }, { name = 'piercing-shotgun-shell', count = 100, text = ' AP Shotgun Shells' } }, [13] = { { name = 'flamethrower', count = 1, text = ' Flamethrower' }, { name = 'flamethrower-ammo', count = 50, text = ' Flamethrower Rounds' } }, [14] = { { name = 'slowdown-capsule', count = 30, text = ' Slowdown Capsule' }, { name = 'piercing-rounds-magazine', count = 200, text = ' SMG Rounds' } }, [15] = { { name = 'battery-equipment', count = 2, text = ' MK1 Battery' }, { name = 'solar-panel-equipment', count = 4, text = ' Portable Solar Panel' } }, [16] = { { name = 'energy-shield-equipment', count = 1, text = ' Energy Shield MK1' }, { name = 'cluster-grenade', count = 20, text = ' Cluster Grenades' }, { name = 'flamethrower-ammo', count = 50, text = ' Flamethrower Rounds' } }, [17] = { { name = 'energy-shield-equipment', count = 1, text = ' Energy Shield MK1' }, { name = 'land-mine', count = 50, text = ' Landmines' }, { name = 'piercing-rounds-magazine', count = 200, text = ' SMG Rounds' } }, [18] = { { name = 'exoskeleton-equipment', count = 1, text = ' Exoskelet' }, { name = 'raw-fish', count = 50, text = ' Fish Food' } }, [19] = { { name = 'battery-mk2-equipment', count = 1, text = ' Armor Battery Mk2' }, { name = 'rocket-launcher', count = 1, text = ' Rocket Launcher' }, { name = 'rocket', count = 10, text = ' Rockets' } }, [20] = { { name = 'power-armor', count = 1, text = ' Power Armor MK1' }, { name = 'computer', count = 1, text = ' Teleporter Computer' } }, [21] = { { name = 'personal-roboport-equipment', count = 1, text = ' Armor Roboport MK1' }, { name = 'construction-robot', count = 10, text = ' Construction-Bots' } }, [22] = { { name = 'personal-laser-defense-equipment', count = 1, text = ' Personal Laser Defense' }, { name = 'flamethrower-ammo', count = 100, text = ' Flamethrower Rounds' } }, [23] = { { name = 'rocket', count = 40, text = ' Rockets' }, { name = 'cluster-grenade', count = 20, text = ' Cluster-Grenades' } }, [24] = { { name = 'explosive-rocket', count = 40, text = ' Explosive Rockets' }, { name = 'piercing-rounds-magazine', count = 200, text = ' SMG Rounds' } }, [25] = { { name = 'land-mine', count = 50, text = ' Landmines' }, { name = 'solar-panel-equipment', count = 2, text = ' Portable Solar Panel' } }, [26] = { { name = 'uranium-rounds-magazine', count = 100, text = ' Uranium Rounds' } }, [27] = { { name = 'energy-shield-equipment', count = 2, text = ' Energy Shield MK1' }, { name = 'poison-capsule', count = 50, text = ' Poison-Capsule' } }, [28] = { { name = 'exoskeleton-equipment', count = 1, text = ' Exoskelet' }, { name = 'battery-mk2-equipment', count = 1, text = ' Armor Battery Mk2' } }, [29] = { { name = 'distractor-capsule', count = 40, text = ' Distractor Bots' }, { name = 'personal-laser-defense-equipment', count = 2, text = ' Personal Laser Defense' } }, [30] = { { name = 'fusion-reactor-equipment', count = 1, text = ' Fusion Reactor' }, { name = 'computer', count = 1, text = ' Teleporter Computer' } }, [31] = { { name = 'uranium-rounds-magazine', count = 200, text = ' Uranium Rounds' }, { name = 'destroyer-capsule', count = 40, text = ' Destroyer Capsules' } }, [32] = { { name = 'destroyer-capsule', count = 50, text = ' Destroyer Bots' } }, [33] = { { name = 'power-armor-mk2', count = 1, text = ' Power Armor MK2' } }, [34] = { { name = 'exoskeleton-equipment', count = 1, text = ' Exoskeleton' }, { name = 'uranium-rounds-magazine', count = 200, text = ' Uranium Rounds' } }, [35] = { { name = 'energy-shield-mk2-equipment', count = 1, text = ' Energy Shield MK2' } }, [36] = { { name = 'personal-roboport-mk2-equipment', count = 1, text = ' Personal Roboport MK2' } }, [37] = { { name = 'personal-laser-defense-equipment', count = 2, text = ' Personal Laser Defense' } }, [38] = { { name = 'fusion-reactor-equipment', count = 2, text = ' Fusion Reactor' }, { name = 'uranium-rounds-magazine', count = 400, text = ' Uranium Rounds' } }, [39] = { { name = 'atomic-bomb', count = 10, text = ' Atomic Rockets' } }, [40] = { { name = 'computer', count = 2, text = ' Teleporter Computer' }, { name = 'uranium-rounds-magazine', count = 500, text = ' Uranium Rounds' } } } local function create_reward_button(player) if not player.gui.top.rewards then local b = player.gui.top.add({ type = 'sprite-button', name = 'rewards', sprite = 'item/submachine-gun' }) b.style.minimal_height = 38 b.style.minimal_width = 38 b.style.top_padding = 2 b.style.left_padding = 4 b.style.right_padding = 4 b.style.bottom_padding = 2 end end local function show_rewards(player) local get_score = Score.get_table().score_table if player.gui.left['rewards_panel'] then player.gui.left['rewards_panel'].destroy() end local frame = player.gui.left.add { type = 'frame', name = 'rewards_panel', direction = 'vertical' } local current_level = storage.rewards[player.name].level local next_level = current_level + 1 local kill_score = get_score[player.force.name].players[player.name].killscore local next_level_score = ((3.5 + next_level) ^ 2.7 / 10) * 100 local min_score = ((3.5 + current_level) ^ 2.7 / 10) * 100 local t = frame.add { type = 'table', column_count = 2 } local l = t.add { type = 'label', caption = 'Combat Level: ' } l.style.font = 'default-bold' l.style.font_color = { r = 244, g = 212, b = 66 } l.style.minimal_width = 100 local str = '0' if storage.rewards[player.name].level then str = tostring(current_level) end l = t.add { type = 'label', caption = str } l.style.font = 'default-bold' l.style.font_color = { r = 0.9, g = 0.9, b = 0.9 } l.style.minimal_width = 123 t = frame.add { type = 'table', column_count = 1 } l = t.add { type = 'label', caption = 'Progress to Next Level: ' } l.style.font = 'default-bold' l.style.font_color = { r = 244, g = 212, b = 66 } l.style.minimal_width = 123 t = frame.add { type = 'table', column_count = 1 } local value if kill_score then value = ((kill_score - min_score) / (floor(next_level_score) - min_score)) end l = t.add { type = 'progressbar', value = value } l.style.font = 'default-bold' l.style.font_color = { r = 0.9, g = 0.9, b = 0.9 } l.style.minimal_width = 123 t = frame.add { type = 'table', column_count = 1 } l = t.add { type = 'label', caption = 'Next Reward: ' } l.style.font = 'default-bold' l.style.font_color = { r = 244, g = 212, b = 66 } l.style.minimal_width = 123 t = frame.add { type = 'table', column_count = 1 } for _, v in pairs(rewards_loot[next_level]) do str = '0' if storage.rewards[player.name].level then str = tostring(v.count .. ' ' .. v.text) end l = t.add { type = 'label', caption = str } l.style.font = 'default-bold' l.style.font_color = { r = 0.9, g = 0.9, b = 0.9 } l.style.minimal_width = 123 end end local function rewards_gui(event) if not event then return end if not event.element then return end if not event.element.valid then return end local player = game.players[event.element.player_index] local name = event.element.name if name == 'rewards' then if player.gui.left['rewards_panel'] then player.gui.left['rewards_panel'].destroy() else show_rewards(player) end return end end -- Callback to trigger the player level local callback = Token.register( function (data) if #data.pos_list < 1 then return end for i = 1, #data.pos_list, 1 do if data.pos_list[i].distance >= data.run then data.surface.create_entity({ name = 'water-splash', position = data.pos_list[i].position }) end end end ) local function reward_messages(data) local player = data.player local item_rewards = data.rewards -- Check that the table isn't empty if #item_rewards < 1 then return end local print_text = '' player.surface.create_entity({ name = 'flying-text', position = { player.position.x, player.position.y }, text = 'Reached Combat Level: ' .. data.next_level, color = { r = 0.2, g = 1.0, b = 0.1 } }) -- Loop through all of the rewards for this level and print out flying text for i = 1, #item_rewards, 1 do player.surface.create_entity({ name = 'flying-text', position = { player.position.x, player.position.y + (i * 0.5) }, text = item_rewards[i].text, color = { r = 1.0, g = 1.0, b = 1.0 } }) if i > 1 then print_text = item_rewards[i].text .. ' ' .. print_text else print_text = item_rewards[i].text end end player.print('[INFO] Kill Score Level ' .. data.next_level .. ' Achieved! Rewards: ' .. print_text, { r = 1.0, g = 0.84, b = 0.36 }) end local function kill_rewards(event) local get_score = Score.get_table().score_table if not event.cause then return end local player = event.cause.player local pinsert = player.insert local score = get_score[player.force.name] local kill_score = score.players[player.name].killscore -- If kill score isn't found don't run the other stuff if not kill_score then return end local surface = player.surface local center_position = surface.get_tile(player.position).position local current_level = storage.rewards[player.name].level local next_level_score = ((3.5 + current_level + 1) ^ 2.7 / 10) * 100 if kill_score >= next_level_score then local next_level = current_level + 1 storage.rewards[player.name].level = next_level -- Get item rewards for this level local leveled_list = {} for _, v in pairs(rewards_loot[next_level]) do insert(leveled_list, { text = '+' .. v.count .. v.text }) end reward_messages({ player = player, rewards = leveled_list, next_level = next_level }) -- Insert Item rewards into players inventory for k, item in pairs(rewards_loot[next_level]) do local inserted_count = pinsert { name = item.name, count = item.count } -- Check if player inventory is full, store remaining rewards in table if (item.count - inserted_count) > 0 then surface.spill_item_stack(center_position, { name = item.name, count = (item.count - inserted_count) }, true) player.print('[WARNING] Inventory Full, Rewards Dropped', { r = 1.0, g = 0.0, b = 0.0 }) end end -- Creates the level up effect in a radius for i = 1, 5, 1 do local pos_list = {} local area = { left_top = { x = (center_position.x - i), y = (center_position.y - i) }, right_bottom = { x = (center_position.x + i + 1), y = (center_position.y + i + 1) } } for _, t in pairs(surface.find_tiles_filtered { area = area }) do local distance = floor(sqrt((center_position.x - t.position.x) ^ 2 + (center_position.y - t.position.y) ^ 2)) if (distance <= i) then insert(pos_list, { position = { t.position.x + 1, t.position.y + 1 }, distance = distance }) end end -- Sets each new timer for each tile expansions loop Task.set_timeout_in_ticks(10 + i * 10, callback, { pos_list = pos_list, surface = surface, run = i }) end end -- Refresh GUI if event.cause then if event.cause.player then if event.cause.player.gui.left['rewards_panel'] then show_rewards(event.cause.player) end end end end local function check_data(event) local player = game.players[event.player_index] if not storage.rewards then storage.rewards = {} end if not storage.rewards[player.name] then storage.rewards[player.name] = { level = 0 } end if not storage.inventory_queue then storage.inventory_queue = {} end if not storage.inventory_queue[player.name] then storage.inventory_queue[player.name] = { items = {} } end create_reward_button(player) end Event.add(defines.events.on_entity_died, kill_rewards) Event.add(defines.events.on_player_joined_game, check_data) Event.add(defines.events.on_gui_click, rewards_gui)