require 'maps.fish_defender.flame_boots' require 'maps.fish_defender.trapped_capsules' require 'maps.fish_defender.ultra_mines' require 'maps.fish_defender.crumbly_walls' require 'maps.fish_defender.vehicle_nanobots' require 'maps.fish_defender.laser_pointer' require 'maps.fish_defender.multi_rockets' local event = require 'utils.event' local slot_upgrade_offers = { [1] = {"gun-turret", "gun turret"}, [2] = {"laser-turret", "laser turret"}, [3] = {"artillery-turret", "artillery turret"}, [4] = {"flamethrower-turret", "flamethrower turret"}, [5] = {"land-mine", "land mine"} } local special_descriptions = { ["flame-boots"] = "Flame Boots - Get yourself some hot boots.", ["explosive-bullets"] = "Unlock Explosive Bullets - Submachine-Gun and Pistol gains a chance to deal splash damage.", ["bouncy-shells"] = "Unlock Bouncy Shells - Shotgun projectiles may bounce to multiple targets.", ["trapped-capsules"] = "Unlock Trapped Capsules - Combat robots will send a last deadly projectile to a nearby enemy when killed.", ["ultra-mines"] = "Unlock Ultra Mines - Careful with these...", ["railgun-enhancer"] = "Unlock Railgun Enhancer - Turns the railgun into a powerful forking gun.", ["crumbly-walls"] = "Unlock Crumbly Walls - Fortifications which crumble, may turn into rocks.", ["vehicle-nanobots"] = "Unlock Vehicle Nanobots - Vehicles repair rapidly while driving.", ["laser-pointer"] = "Unlock Laser Pointer - The biters are on a quest to slay the red (artillery) dot." } local function refresh_market_offers() if not global.market then return end for i = 1, 100, 1 do local a = global.market.remove_market_item(1) if a == false then break end end local str1 = "Gun Turret Slot for " .. tostring(global.entity_limits["gun-turret"].limit * global.entity_limits["gun-turret"].slot_price) str1 = str1 .. " Coins." local str2 = "Laser Turret Slot for " .. tostring(global.entity_limits["laser-turret"].limit * global.entity_limits["laser-turret"].slot_price) str2 = str2 .. " Coins." local str3 = "Artillery Slot for " .. tostring(global.entity_limits["artillery-turret"].limit * global.entity_limits["artillery-turret"].slot_price) str3 = str3 .. " Coins." local current_limit = 1 if global.entity_limits["flamethrower-turret"].limit ~= 0 then current_limit = current_limit + global.entity_limits["flamethrower-turret"].limit end local str4 = "Flamethrower Turret Slot for " .. tostring(current_limit * global.entity_limits["flamethrower-turret"].slot_price) str4 = str4 .. " Coins." local str5 = "Landmine Slot for " .. tostring(math.ceil((global.entity_limits["land-mine"].limit / 3) * global.entity_limits["land-mine"].slot_price)) str5 = str5 .. " Coins." local market_items = { {price = {}, offer = {type = 'nothing', effect_description = str1}}, {price = {}, offer = {type = 'nothing', effect_description = str2}}, {price = {}, offer = {type = 'nothing', effect_description = str3}}, {price = {}, offer = {type = 'nothing', effect_description = str4}}, {price = {}, offer = {type = 'nothing', effect_description = str5}}, {price = {{"coin", 5}}, offer = {type = 'give-item', item = "raw-fish", count = 1}}, {price = {{"coin", 1}}, offer = {type = 'give-item', item = 'wood', count = 8}}, {price = {{"coin", 8}}, offer = {type = 'give-item', item = 'grenade', count = 1}}, {price = {{"coin", 32}}, offer = {type = 'give-item', item = 'cluster-grenade', count = 1}}, {price = {{"coin", 1}}, offer = {type = 'give-item', item = 'land-mine', count = 1}}, {price = {{"coin", 80}}, offer = {type = 'give-item', item = 'car', count = 1}}, {price = {{"coin", 1200}}, offer = {type = 'give-item', item = 'tank', count = 1}}, {price = {{"coin", 3}}, offer = {type = 'give-item', item = 'cannon-shell', count = 1}}, {price = {{"coin", 7}}, offer = {type = 'give-item', item = 'explosive-cannon-shell', count = 1}}, {price = {{"coin", 50}}, offer = {type = 'give-item', item = 'gun-turret', count = 1}}, {price = {{"coin", 300}}, offer = {type = 'give-item', item = 'laser-turret', count = 1}}, {price = {{"coin", 450}}, offer = {type = 'give-item', item = 'artillery-turret', count = 1}}, {price = {{"coin", 10}}, offer = {type = 'give-item', item = 'artillery-shell', count = 1}}, {price = {{"coin", 25}}, offer = {type = 'give-item', item = 'artillery-targeting-remote', count = 1}}, {price = {{"coin", 1}}, offer = {type = 'give-item', item = 'firearm-magazine', count = 1}}, {price = {{"coin", 4}}, offer = {type = 'give-item', item = 'piercing-rounds-magazine', count = 1}}, {price = {{"coin", 2}}, offer = {type = 'give-item', item = 'shotgun-shell', count = 1}}, {price = {{"coin", 6}}, offer = {type = 'give-item', item = 'piercing-shotgun-shell', count = 1}}, {price = {{"coin", 30}}, offer = {type = 'give-item', item = "submachine-gun", count = 1}}, {price = {{"coin", 250}}, offer = {type = 'give-item', item = 'combat-shotgun', count = 1}}, {price = {{"coin", 450}}, offer = {type = 'give-item', item = 'flamethrower', count = 1}}, {price = {{"coin", 25}}, offer = {type = 'give-item', item = 'flamethrower-ammo', count = 1}}, {price = {{"coin", 125}}, offer = {type = 'give-item', item = 'rocket-launcher', count = 1}}, {price = {{"coin", 2}}, offer = {type = 'give-item', item = 'rocket', count = 1}}, {price = {{"coin", 7}}, offer = {type = 'give-item', item = 'explosive-rocket', count = 1}}, {price = {{"coin", 7500}}, offer = {type = 'give-item', item = 'atomic-bomb', count = 1}}, {price = {{"coin", 325}}, offer = {type = 'give-item', item = 'railgun', count = 1}}, {price = {{"coin", 8}}, offer = {type = 'give-item', item = 'railgun-dart', count = 1}}, {price = {{"coin", 40}}, offer = {type = 'give-item', item = 'poison-capsule', count = 1}}, {price = {{"coin", 4}}, offer = {type = 'give-item', item = 'defender-capsule', count = 1}}, {price = {{"coin", 10}}, offer = {type = 'give-item', item = 'light-armor', count = 1}}, {price = {{"coin", 125}}, offer = {type = 'give-item', item = 'heavy-armor', count = 1}}, {price = {{"coin", 350}}, offer = {type = 'give-item', item = 'modular-armor', count = 1}}, {price = {{"coin", 1500}}, offer = {type = 'give-item', item = 'power-armor', count = 1}}, {price = {{"coin", 12000}}, offer = {type = 'give-item', item = 'power-armor-mk2', count = 1}}, {price = {{"coin", 50}}, offer = {type = 'give-item', item = 'solar-panel-equipment', count = 1}}, {price = {{"coin", 2250}}, offer = {type = 'give-item', item = 'fusion-reactor-equipment', count = 1}}, {price = {{"coin", 100}}, offer = {type = 'give-item', item = 'battery-equipment', count = 1}}, {price = {{"coin", 200}}, offer = {type = 'give-item', item = 'energy-shield-equipment', count = 1}}, {price = {{"coin", 850}}, offer = {type = 'give-item', item = 'personal-laser-defense-equipment', count = 1}}, {price = {{"coin", 175}}, offer = {type = 'give-item', item = 'exoskeleton-equipment', count = 1}}, {price = {{"coin", 125}}, offer = {type = 'give-item', item = 'night-vision-equipment', count = 1}}, {price = {{"coin", 200}}, offer = {type = 'give-item', item = 'belt-immunity-equipment', count = 1}}, {price = {{"coin", 250}}, offer = {type = 'give-item', item = 'personal-roboport-equipment', count = 1}}, {price = {{"coin", 35}}, offer = {type = 'give-item', item = 'construction-robot', count = 1}}, {price = {{"coin", 25}}, offer = {type = 'give-item', item = 'cliff-explosives', count = 1}}, {price = {{"coin", 80}}, offer = {type = 'nothing', effect_description = special_descriptions["flame-boots"]}} } for _, item in pairs(market_items) do global.market.add_market_item(item) end if not global.railgun_enhancer_unlocked then global.market.add_market_item({price = {{"coin", 1500}}, offer = {type = 'nothing', effect_description = special_descriptions["railgun-enhancer"]}}) end if not global.trapped_capsules_unlocked then global.market.add_market_item({price = {{"coin", 3500}}, offer = {type = 'nothing', effect_description = special_descriptions["trapped-capsules"]}}) end if not global.explosive_bullets_unlocked then global.market.add_market_item({price = {{"coin", 5000}}, offer = {type = 'nothing', effect_description = special_descriptions["explosive-bullets"]}}) end if not global.bouncy_shells_unlocked then global.market.add_market_item({price = {{"coin", 10000}}, offer = {type = 'nothing', effect_description = special_descriptions["bouncy-shells"]}}) end if not global.vehicle_nanobots_unlocked then global.market.add_market_item({price = {{"coin", 15000}}, offer = {type = 'nothing', effect_description = special_descriptions["vehicle-nanobots"]}}) end if not global.crumbly_walls_unlocked then global.market.add_market_item({price = {{"coin", 25000}}, offer = {type = 'nothing', effect_description = special_descriptions["crumbly-walls"]}}) end if not global.ultra_mines_unlocked then global.market.add_market_item({price = {{"coin", 45000}}, offer = {type = 'nothing', effect_description = special_descriptions["ultra-mines"]}}) end if not global.laser_pointer_unlocked then global.market.add_market_item({price = {{"coin", 65000}}, offer = {type = 'nothing', effect_description = special_descriptions["laser-pointer"]}}) end end local function slot_upgrade(player, offer_index) local price = global.entity_limits[slot_upgrade_offers[offer_index][1]].limit * global.entity_limits[slot_upgrade_offers[offer_index][1]].slot_price local gain = 1 if offer_index == 5 then price = math.ceil((global.entity_limits[slot_upgrade_offers[offer_index][1]].limit / 3) * global.entity_limits[slot_upgrade_offers[offer_index][1]].slot_price) gain = 3 end if slot_upgrade_offers[offer_index][1] == "flamethrower-turret" then price = (global.entity_limits[slot_upgrade_offers[offer_index][1]].limit + 1) * global.entity_limits[slot_upgrade_offers[offer_index][1]].slot_price end local coins_removed = player.remove_item({name = "coin", count = price}) if coins_removed ~= price then if coins_removed > 0 then player.insert({name = "coin", count = coins_removed}) end player.print("Not enough coins.", {r = 0.22, g = 0.77, b = 0.44}) return false end global.entity_limits[slot_upgrade_offers[offer_index][1]].limit = global.entity_limits[slot_upgrade_offers[offer_index][1]].limit + gain game.print(player.name .. " has bought a " .. slot_upgrade_offers[offer_index][2] .. " slot for " .. price .. " coins!", {r = 0.22, g = 0.77, b = 0.44}) server_commands.to_discord_bold(table.concat{player.name .. " has bought a " .. slot_upgrade_offers[offer_index][2] .. " slot for " .. price .. " coins!"}) refresh_market_offers() end local function on_market_item_purchased(event) local player = game.players[event.player_index] local market = event.market local offer_index = event.offer_index local offers = market.get_market_items() local bought_offer = offers[offer_index].offer if bought_offer.type ~= "nothing" then return end if slot_upgrade_offers[offer_index] then if slot_upgrade(player, offer_index) then return end end if offer_index < 50 then return end if bought_offer.effect_description == special_descriptions["flame-boots"] then game.print(player.name .. " has bought themselves some flame boots.", {r = 0.22, g = 0.77, b = 0.44}) if not global.flame_boots[player.index].fuel then global.flame_boots[player.index].fuel = math.random(1500, 3000) else global.flame_boots[player.index].fuel = global.flame_boots[player.index].fuel + math.random(1500, 3000) end player.print("Fuel remaining: " .. global.flame_boots[player.index].fuel, {r = 0.22, g = 0.77, b = 0.44}) refresh_market_offers() return end if bought_offer.effect_description == special_descriptions["explosive-bullets"] then game.print(player.name .. " has unlocked explosive bullets.", {r = 0.22, g = 0.77, b = 0.44}) global.explosive_bullets_unlocked = true refresh_market_offers() return end if bought_offer.effect_description == special_descriptions["bouncy-shells"] then game.print(player.name .. " has unlocked bouncy shells.", {r = 0.22, g = 0.77, b = 0.44}) global.bouncy_shells_unlocked = true refresh_market_offers() return end if bought_offer.effect_description == special_descriptions["trapped-capsules"] then game.print(player.name .. " has unlocked trapped capsules!", {r = 0.22, g = 0.77, b = 0.44}) global.trapped_capsules_unlocked = true refresh_market_offers() return end if bought_offer.effect_description == special_descriptions["ultra-mines"] then game.print(player.name .. " has unlocked ultra mines!", {r = 0.22, g = 0.77, b = 0.44}) global.ultra_mines_unlocked = true refresh_market_offers() return end if bought_offer.effect_description == special_descriptions["laser-pointer"] then game.print(player.name .. " has unleashed the quest to slay the red dot!", {r = 0.22, g = 0.77, b = 0.44}) global.laser_pointer_unlocked = true refresh_market_offers() return end if bought_offer.effect_description == special_descriptions["railgun-enhancer"] then game.print(player.name .. " has unlocked the enhanced railgun!", {r = 0.22, g = 0.77, b = 0.44}) global.railgun_enhancer_unlocked = true refresh_market_offers() return end if bought_offer.effect_description == special_descriptions["crumbly-walls"] then game.print(player.name .. " has unlocked crumbly walls!", {r = 0.22, g = 0.77, b = 0.44}) global.crumbly_walls_unlocked = true refresh_market_offers() return end if bought_offer.effect_description == special_descriptions["vehicle-nanobots"] then game.print(player.name .. " has unlocked vehicle nanobots!", {r = 0.22, g = 0.77, b = 0.44}) global.vehicle_nanobots_unlocked = true refresh_market_offers() return end end local function on_gui_opened(event) if not event.entity then return end if not event.entity.valid then return end if event.entity.name == "market" then refresh_market_offers() return end end event.add(defines.events.on_market_item_purchased, on_market_item_purchased) event.add(defines.events.on_gui_opened, on_gui_opened)