local Task = require 'utils.task' local RPG = require 'modules.rpg.table' local Gui = require 'utils.gui' local Color = require 'utils.color_presets' local Token = require 'utils.token' local Alert = require 'utils.alert' local Public = {} local level_up_floating_text_color = {0, 205, 0} local visuals_delay = RPG.visuals_delay local xp_floating_text_color = RPG.xp_floating_text_color local experience_levels = RPG.experience_levels local points_per_level = RPG.points_per_level --RPG Frames local main_frame_name = RPG.main_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 = RPG.get('rpg_t') local RPG_GUI = package.loaded['modules.rpg.gui'] local names = RPG.auto_allocate_nodes local distribute_points_gain = 0 for i = rpg_t[player.index].level + 1, #experience_levels, 1 do if rpg_t[player.index].xp > experience_levels[i] then rpg_t[player.index].level = i distribute_points_gain = distribute_points_gain + points_per_level else break end end if distribute_points_gain == 0 then return end RPG_GUI.draw_level_text(player) rpg_t[player.index].points_to_distribute = rpg_t[player.index].points_to_distribute + distribute_points_gain RPG_GUI.update_char_button(player) if rpg_t[player.index].allocate_index ~= 1 then local node = rpg_t[player.index].allocate_index local index = names[node]:lower() rpg_t[player.index][index] = rpg_t[player.index][index] + distribute_points_gain rpg_t[player.index].points_to_distribute = rpg_t[player.index].points_to_distribute - distribute_points_gain if not rpg_t[player.index].reset then rpg_t[player.index].total = rpg_t[player.index].total + distribute_points_gain end RPG_GUI.update_player_stats(player) end if player.gui.screen[main_frame_name] then RPG_GUI.toggle(player, true) end Public.level_up_effects(player) end local function add_to_global_pool(amount, personal_tax) local rpg_extra = RPG.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 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 = RPG.get('rpg_extra') local rpg_t = RPG.get('rpg_t') if not rpg_extra.enable_mana then return end if not rpg_t[player.index] 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[player.index].mana end end if rpg_t[player.index].mana < 1 then return end if rpg_extra.enable_health_and_mana_bars then if rpg_t[player.index].show_bars then if player.character and player.character.valid then if not rpg_t[player.index].mana_bar then rpg_t[player.index].mana_bar = create_manabar(player, 0.5) elseif not rendering.is_valid(rpg_t[player.index].mana_bar) then rpg_t[player.index].mana_bar = create_manabar(player, 0.5) end set_bar(rpg_t[player.index].mana, rpg_t[player.index].mana_max, rpg_t[player.index].mana_bar, true) end else if rpg_t[player.index].mana_bar then if rendering.is_valid(rpg_t[player.index].mana_bar) then rendering.destroy(rpg_t[player.index].mana_bar) end end end end end function Public.reward_mana(player, mana_to_add) local rpg_extra = RPG.get('rpg_extra') local rpg_t = RPG.get('rpg_t') if not rpg_extra.enable_mana then return end if not mana_to_add then return end if not rpg_t[player.index] 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[player.index].mana end end if rpg_t[player.index].mana_max < 1 then return end if rpg_t[player.index].mana >= rpg_t[player.index].mana_max then rpg_t[player.index].mana = rpg_t[player.index].mana_max return end rpg_t[player.index].mana = rpg_t[player.index].mana + mana_to_add end function Public.update_health(player) local rpg_extra = RPG.get('rpg_extra') local rpg_t = RPG.get('rpg_t') 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[player.index] 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[player.index].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[player.index].health_bar then rpg_t[player.index].health_bar = create_healthbar(player, 0.5) elseif not rendering.is_valid(rpg_t[player.index].health_bar) then rpg_t[player.index].health_bar = create_healthbar(player, 0.5) end set_bar(player.character.health, max_life, rpg_t[player.index].health_bar) else if rpg_t[player.index].health_bar then if rendering.is_valid(rpg_t[player.index].health_bar) then rendering.destroy(rpg_t[player.index].health_bar) end end end end end function Public.level_limit_exceeded(player, value) local rpg_extra = RPG.get('rpg_extra') local rpg_t = RPG.get('rpg_t') 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[player.index].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 = RPG.get('rpg_t') return (rpg_t[player.index].strength - 10) * 0.10 end function Public.get_heal_modifier(player) local rpg_t = RPG.get('rpg_t') return (rpg_t[player.index].vitality - 10) * 0.02 end function Public.get_mana_modifier(player) local rpg_t = RPG.get('rpg_t') if rpg_t[player.index].level <= 40 then return (rpg_t[player.index].magicka - 10) * 0.02000 elseif rpg_t[player.index].level <= 80 then return (rpg_t[player.index].magicka - 10) * 0.01800 else return (rpg_t[player.index].magicka - 10) * 0.01400 end end function Public.get_life_on_hit(player) local rpg_t = RPG.get('rpg_t') return (rpg_t[player.index].vitality - 10) * 0.4 end function Public.get_one_punch_chance(player) local rpg_t = RPG.get('rpg_t') if rpg_t[player.index].strength < 100 then return 0 end local chance = math.round(rpg_t[player.index].strength * 0.01, 1) if chance > 100 then chance = 100 end return chance end function Public.get_magicka(player) local rpg_t = RPG.get('rpg_t') return (rpg_t[player.index].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.functions' 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_GUI = package.loaded['modules.rpg.gui'] local rpg_t = RPG.get('rpg_t') local rpg_extra = RPG.get('rpg_extra') if one_time_reset then local total = rpg_t[player.index].total if not total then total = 0 end local old_level = rpg_t[player.index].level local old_points_to_distribute = rpg_t[player.index].points_to_distribute local old_xp = rpg_t[player.index].xp rpg_t[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, allocate_index = 1, flame_boots = false, enable_entity_spawn = false, health_bar = rpg_t[player.index].health_bar, mana_bar = rpg_t[player.index].mana_bar, points_to_distribute = 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[player.index].points_to_distribute = old_points_to_distribute + total rpg_t[player.index].xp = old_xp rpg_t[player.index].level = old_level else rpg_t[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, allocate_index = 1, flame_boots = false, enable_entity_spawn = false, points_to_distribute = 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 RPG_GUI.draw_gui_char_button(player) RPG_GUI.draw_level_text(player) RPG_GUI.update_char_button(player) RPG_GUI.update_player_stats(player) end function Public.rpg_reset_all_players() local rpg_t = RPG.get('rpg_t') local rpg_extra = RPG.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 = RPG.get('rpg_extra') local rpg_t = RPG.get('rpg_t') if Public.level_limit_exceeded(player) then add_to_global_pool(amount, false) if not rpg_t[player.index].capped then rpg_t[player.index].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[player.index].capped then rpg_t[player.index].capped = false end if not added_to_pool then RPG.debug_log('RPG - ' .. player.name .. ' got org xp: ' .. amount) local fee = amount - add_to_global_pool(amount, true) RPG.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 RPG.debug_log('RPG - ' .. player.name .. ' got after fee: ' .. amount) else RPG.debug_log('RPG - ' .. player.name .. ' got org xp: ' .. amount) end rpg_t[player.index].xp = rpg_t[player.index].xp + amount rpg_t[player.index].xp_since_last_floaty_text = rpg_t[player.index].xp_since_last_floaty_text + amount if not experience_levels[rpg_t[player.index].level + 1] then return end if rpg_t[player.index].xp >= experience_levels[rpg_t[player.index].level + 1] then level_up(player) end if rpg_t[player.index].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[player.index].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[player.index].xp_since_last_floaty_text = 0 rpg_t[player.index].last_floaty_text = game.tick + visuals_delay end function Public.global_pool(players, count) local rpg_extra = RPG.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 RPG.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 RPG.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 RPG.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 --- 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 return Public