local Public = require 'modules.rpg.table' local Task = require 'utils.task' local Gui = require 'utils.gui' local Color = require 'utils.color_presets' local Token = require 'utils.token' local Alert = require 'utils.alert' local level_up_floating_text_color = {0, 205, 0} local visuals_delay = Public.visuals_delay local xp_floating_text_color = Public.xp_floating_text_color local experience_levels = Public.experience_levels local points_per_level = Public.points_per_level -- local settings_level = Public.gui_settings_levels local floor = math.floor --RPG Frames local main_frame_name = Public.main_frame_name local spell_gui_frame_name = Public.spell_gui_frame_name local travelings = { 'bzzZZrrt', 'WEEEeeeeeee', 'out of my way son', 'on my way', 'i need to leave', 'comfylatron seeking target', 'gotta go fast', 'gas gas gas', 'comfylatron coming through' } local desync = Token.register( function(data) local entity = data.entity if not entity or not entity.valid then return end local surface = data.surface local fake_shooter = surface.create_entity({name = 'character', position = entity.position, force = 'enemy'}) for i = 1, 3 do surface.create_entity( { name = 'explosive-rocket', position = entity.position, force = 'enemy', speed = 1, max_range = 1, target = entity, source = fake_shooter } ) end if fake_shooter and fake_shooter.valid then fake_shooter.destroy() end end ) local function create_healthbar(player, size) return rendering.draw_sprite( { sprite = 'virtual-signal/signal-white', tint = Color.green, x_scale = size * 8, y_scale = size - 0.2, render_layer = 'light-effect', target = player.character, target_offset = {0, -2.5}, surface = player.surface } ) end local function create_manabar(player, size) return rendering.draw_sprite( { sprite = 'virtual-signal/signal-white', tint = Color.blue, x_scale = size * 8, y_scale = size - 0.2, render_layer = 'light-effect', target = player.character, target_offset = {0, -2.0}, surface = player.surface } ) end local function set_bar(min, max, id, mana) local m = min / max if not rendering.is_valid(id) then return end local x_scale = rendering.get_y_scale(id) * 8 rendering.set_x_scale(id, x_scale * m) if not mana then rendering.set_color(id, {math.floor(255 - 255 * m), math.floor(200 * m), 0}) end end local function level_up(player) local rpg_t = Public.get_value_from_player(player.index) local names = Public.auto_allocate_nodes_func local distribute_points_gain = 0 for i = rpg_t.level + 1, #experience_levels, 1 do if rpg_t.xp > experience_levels[i] then rpg_t.level = i distribute_points_gain = distribute_points_gain + points_per_level else break end end if distribute_points_gain == 0 then return end -- player suggested to disable these -- if rpg_t.level >= settings_level['one_punch_label'] then -- rpg_t.one_punch = true -- end -- if rpg_t.level >= settings_level['stone_path_label'] then -- rpg_t.stone_path = true -- end Public.draw_level_text(player) rpg_t.points_left = rpg_t.points_left + distribute_points_gain if rpg_t.allocate_index ~= 1 then local node = rpg_t.allocate_index local index = names[node]:lower() rpg_t[index] = rpg_t[index] + distribute_points_gain rpg_t.points_left = rpg_t.points_left - distribute_points_gain if not rpg_t.reset then rpg_t.total = rpg_t.total + distribute_points_gain end Public.update_player_stats(player) else Public.update_char_button(player) end if player.gui.screen[main_frame_name] then Public.toggle(player, true) end Public.level_up_effects(player) end local function add_to_global_pool(amount, personal_tax) local rpg_extra = Public.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 local repair_buildings = Token.register( function(data) local entity = data.entity if entity and entity.valid then local rng = 0.1 if math.random(1, 5) == 1 then rng = 0.2 elseif math.random(1, 8) == 1 then rng = 0.4 end local to_heal = entity.prototype.max_health * rng if entity.health and to_heal then entity.health = entity.health + to_heal end end end ) function Public.repair_aoe(player, position) local entities = player.surface.find_entities_filtered {force = player.force, area = {{position.x - 8, position.y - 8}, {position.x + 8, position.y + 8}}} local count = 0 for i = 1, #entities do local e = entities[i] if e.prototype.max_health ~= e.health then count = count + 1 Task.set_timeout_in_ticks(10, repair_buildings, {entity = e}) end end return count end function Public.suicidal_comfylatron(pos, surface) local str = travelings[math.random(1, #travelings)] local symbols = {'', '!', '!', '!!', '..'} str = str .. symbols[math.random(1, #symbols)] local text = str local e = surface.create_entity( { name = 'compilatron', position = {x = pos.x, y = pos.y + 2}, force = 'neutral' } ) surface.create_entity( { name = 'compi-speech-bubble', position = e.position, source = e, text = text } ) local nearest_player_unit = surface.find_nearest_enemy({position = e.position, max_distance = 512, force = 'player'}) if nearest_player_unit and nearest_player_unit.active and nearest_player_unit.force.name ~= 'player' then e.set_command( { type = defines.command.attack, target = nearest_player_unit, distraction = defines.distraction.none } ) local data = { entity = e, surface = surface } Task.set_timeout_in_ticks(600, desync, data) else e.surface.create_entity({name = 'medium-explosion', position = e.position}) e.surface.create_entity( { name = 'flying-text', position = e.position, text = 'DeSyyNC - no target found!', color = {r = 150, g = 0, b = 0} } ) e.die() end end function Public.validate_player(player) if not player then return false end if not player.valid then return false end if not player.character then return false end if not player.connected then return false end if not game.players[player.index] then return false end return true end function Public.update_mana(player) local rpg_extra = Public.get('rpg_extra') local rpg_t = Public.get_value_from_player(player.index) if not rpg_extra.enable_mana then return end if not rpg_t then return end if player.gui.screen[main_frame_name] then local f = player.gui.screen[main_frame_name] local data = Gui.get_data(f) if data.mana and data.mana.valid then data.mana.caption = rpg_t.mana end end if player.gui.screen[spell_gui_frame_name] then local f = player.gui.screen[spell_gui_frame_name] if f['spell_table'] then if f['spell_table']['mana'] then f['spell_table']['mana'].caption = math.floor(rpg_t.mana) end if f['spell_table']['maxmana'] then f['spell_table']['maxmana'].caption = math.floor(rpg_t.mana_max) end end end if rpg_t.mana < 1 then return end if rpg_extra.enable_health_and_mana_bars then if rpg_t.show_bars then if player.character and player.character.valid then if not rpg_t.mana_bar then rpg_t.mana_bar = create_manabar(player, 0.5) elseif not rendering.is_valid(rpg_t.mana_bar) then rpg_t.mana_bar = create_manabar(player, 0.5) end set_bar(rpg_t.mana, rpg_t.mana_max, rpg_t.mana_bar, true) end else if rpg_t.mana_bar then if rendering.is_valid(rpg_t.mana_bar) then rendering.destroy(rpg_t.mana_bar) end end end end end function Public.reward_mana(player, mana_to_add) local rpg_extra = Public.get('rpg_extra') local rpg_t = Public.get_value_from_player(player.index) if not rpg_extra.enable_mana then return end if not mana_to_add then return end mana_to_add = floor(mana_to_add) if not rpg_t then return end if player.gui.screen[main_frame_name] then local f = player.gui.screen[main_frame_name] local data = Gui.get_data(f) if data.mana and data.mana.valid then data.mana.caption = rpg_t.mana end end if player.gui.screen[spell_gui_frame_name] then local f = player.gui.screen[spell_gui_frame_name] if f['spell_table'] then if f['spell_table']['mana'] then f['spell_table']['mana'].caption = math.floor(rpg_t.mana) end if f['spell_table']['maxmana'] then f['spell_table']['maxmana'].caption = math.floor(rpg_t.mana_max) end end end if rpg_t.mana_max < 1 then return end if rpg_t.mana >= rpg_t.mana_max then rpg_t.mana = rpg_t.mana_max return end rpg_t.mana = rpg_t.mana + mana_to_add end function Public.update_health(player) local rpg_extra = Public.get('rpg_extra') local rpg_t = Public.get_value_from_player(player.index) if not player or not player.valid then return end if not player.character or not player.character.valid then return end if not rpg_t then return end if player.gui.screen[main_frame_name] then local f = player.gui.screen[main_frame_name] local data = Gui.get_data(f) if data.health and data.health.valid then data.health.caption = (math.round(player.character.health * 10) / 10) end local shield_gui = player.character.get_inventory(defines.inventory.character_armor) if not shield_gui.is_empty() then if shield_gui[1].grid then local shield = math.floor(shield_gui[1].grid.shield) local shield_max = math.floor(shield_gui[1].grid.max_shield) if data.shield and data.shield.valid then data.shield.caption = shield end if data.shield_max and data.shield_max.valid then data.shield_max.caption = shield_max end end end end if rpg_extra.enable_health_and_mana_bars then if rpg_t.show_bars then local max_life = math.floor(player.character.prototype.max_health + player.character_health_bonus + player.force.character_health_bonus) if not rpg_t.health_bar then rpg_t.health_bar = create_healthbar(player, 0.5) elseif not rendering.is_valid(rpg_t.health_bar) then rpg_t.health_bar = create_healthbar(player, 0.5) end set_bar(player.character.health, max_life, rpg_t.health_bar) else if rpg_t.health_bar then if rendering.is_valid(rpg_t.health_bar) then rendering.destroy(rpg_t.health_bar) end end end end end function Public.level_limit_exceeded(player, value) local rpg_extra = Public.get('rpg_extra') local rpg_t = Public.get_value_from_player(player.index) if not rpg_extra.level_limit_enabled then return false end local limits = { [1] = 30, [2] = 50, [3] = 70, [4] = 90, [5] = 110, [6] = 130, [7] = 150, [8] = 170, [9] = 190, [10] = 210 } local level = rpg_t.level local zone = rpg_extra.breached_walls if zone >= 11 then zone = 10 end if value then return limits[zone] end if level >= limits[zone] then return true end return false end function Public.level_up_effects(player) local position = {x = player.position.x - 0.75, y = player.position.y - 1} player.surface.create_entity({name = 'flying-text', position = position, text = '+LVL ', color = level_up_floating_text_color}) local b = 0.75 for _ = 1, 5, 1 do local p = { (position.x + 0.4) + (b * -1 + math.random(0, b * 20) * 0.1), position.y + (b * -1 + math.random(0, b * 20) * 0.1) } player.surface.create_entity({name = 'flying-text', position = p, text = '✚', color = {255, math.random(0, 100), 0}}) end player.play_sound {path = 'utility/achievement_unlocked', volume_modifier = 0.40} end function Public.xp_effects(player) local position = {x = player.position.x - 0.75, y = player.position.y - 1} player.surface.create_entity({name = 'flying-text', position = position, text = '+XP', color = level_up_floating_text_color}) local b = 0.75 for _ = 1, 5, 1 do local p = { (position.x + 0.4) + (b * -1 + math.random(0, b * 20) * 0.1), position.y + (b * -1 + math.random(0, b * 20) * 0.1) } player.surface.create_entity({name = 'flying-text', position = p, text = '✚', color = {255, math.random(0, 100), 0}}) end player.play_sound {path = 'utility/achievement_unlocked', volume_modifier = 0.40} end function Public.get_melee_modifier(player) local rpg_t = Public.get_value_from_player(player.index) return (rpg_t.strength - 10) * 0.10 end function Public.get_heal_modifier(player) local rpg_t = Public.get_value_from_player(player.index) return (rpg_t.vitality - 10) * 0.06 end function Public.get_heal_modifier_from_using_fish(player) local rpg_extra = Public.get('rpg_extra') if rpg_extra.disable_get_heal_modifier_from_using_fish then return end local base_amount = 80 local rpg_t = Public.get_value_from_player(player.index) local char = player.character local vit = rpg_t.vitality local position = player.position if char and char.valid then local health = player.character_health_bonus + 250 local multiplier = (vit - 10) * 0.018 local final = multiplier * base_amount / 2 if final < 80 then final = base_amount end final = floor(final) local color if char.health > (health * 0.50) then color = {b = 0.2, r = 0.1, g = 1, a = 0.8} elseif char.health > (health * 0.25) then color = {r = 1, g = 1, b = 0} else color = {b = 0.1, r = 1, g = 0, a = 0.8} end player.surface.create_entity( { name = 'flying-text', position = {position.x, position.y + 0.6}, text = '+' .. final, color = color } ) char.health = char.health + final end end function Public.get_mana_modifier(player) local rpg_t = Public.get_value_from_player(player.index) if rpg_t.level <= 40 then return (rpg_t.magicka - 10) * 0.02000 elseif rpg_t.level <= 80 then return (rpg_t.magicka - 10) * 0.01800 else return (rpg_t.magicka - 10) * 0.01400 end end function Public.get_life_on_hit(player) local rpg_t = Public.get_value_from_player(player.index) return (rpg_t.vitality - 10) * 0.4 end function Public.get_one_punch_chance(player) local rpg_t = Public.get_value_from_player(player.index) if rpg_t.strength < 100 then return 0 end local chance = math.round(rpg_t.strength * 0.01, 1) if chance > 100 then chance = 100 end return chance end function Public.get_extra_following_robots(player) local rpg_t = Public.get_value_from_player(player.index) local strength = rpg_t.strength local count = math.round(strength / 2 * 0.03, 3) return count end function Public.get_magicka(player) local rpg_t = Public.get_value_from_player(player.index) return (rpg_t.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.table' 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_t = Public.get_value_from_player(player.index) local rpg_extra = Public.get('rpg_extra') if one_time_reset then local total = rpg_t.total if not total then total = 0 end if rpg_t.text then rendering.destroy(rpg_t.text) rpg_t.text = nil end local old_level = rpg_t.level local old_points_left = rpg_t.points_left local old_xp = rpg_t.xp rpg_t = Public.set_new_player_tbl( 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, dropdown_select_index1 = 1, dropdown_select_index2 = 1, dropdown_select_index3 = 1, allocate_index = 1, flame_boots = false, explosive_bullets = false, enable_entity_spawn = false, health_bar = rpg_t.health_bar, mana_bar = rpg_t.mana_bar, points_left = 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.points_left = old_points_left + total rpg_t.xp = old_xp rpg_t.level = old_level else Public.set_new_player_tbl( 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, dropdown_select_index1 = 1, dropdown_select_index2 = 1, dropdown_select_index3 = 1, allocate_index = 1, flame_boots = false, explosive_bullets = false, enable_entity_spawn = false, points_left = 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 Public.draw_gui_char_button(player) Public.draw_level_text(player) Public.update_char_button(player) Public.update_player_stats(player) end function Public.rpg_reset_all_players() local rpg_t = Public.get('rpg_t') local rpg_extra = Public.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 = Public.get('rpg_extra') local rpg_t = Public.get_value_from_player(player.index) if Public.level_limit_exceeded(player) then add_to_global_pool(amount, false) if not rpg_t.capped then rpg_t.capped = true local message = ({'rpg_functions.max_level'}) Alert.alert_player_warning(player, 10, message) end return end local text_to_draw if rpg_t.capped then rpg_t.capped = false end if not added_to_pool then Public.debug_log('RPG - ' .. player.name .. ' got org xp: ' .. amount) local fee = amount - add_to_global_pool(amount, true) Public.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 Public.debug_log('RPG - ' .. player.name .. ' got after fee: ' .. amount) else Public.debug_log('RPG - ' .. player.name .. ' got org xp: ' .. amount) end rpg_t.xp = math.round(rpg_t.xp + amount, 3) rpg_t.xp_since_last_floaty_text = rpg_t.xp_since_last_floaty_text + amount if not experience_levels[rpg_t.level + 1] then return end local f = player.gui.screen[main_frame_name] if f and f.valid then local d = Gui.get_data(f) if d.exp_gui and d.exp_gui.valid then d.exp_gui.caption = math.floor(rpg_t.xp) end end if rpg_t.xp >= experience_levels[rpg_t.level + 1] then level_up(player) end if rpg_t.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.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.xp_since_last_floaty_text = 0 rpg_t.last_floaty_text = game.tick + visuals_delay end function Public.global_pool(players, count) local rpg_extra = Public.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 Public.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 Public.debug_log('RPG - player capped: ' .. p.name .. '. Amount to pool:' .. share) end else local message = ({'rpg_functions.pool_reward', p.name}) Alert.alert_player_warning(p, 10, message) share = share / 10 rpg_extra.leftover_pool = rpg_extra.leftover_pool + share Public.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 local damage_player_over_time_token = Token.register( function(data) local player = data.player if not player.character or not player.character.valid then return end player.character.health = player.character.health - (player.character.health * 0.05) player.character.surface.create_entity({name = 'water-splash', position = player.position}) end ) --- Damages a player over time. function Public.damage_player_over_time(player, amount) if not player or not player.valid then return end amount = amount or 10 local tick = 20 for _ = 1, amount, 1 do Task.set_timeout_in_ticks(tick, damage_player_over_time_token, {player = player}) tick = tick + 15 end 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