-- 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 "comfy_panel.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 = global.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 global.rewards[player.name].level then str = tostring(current_level) end local 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 local t = frame.add { type = "table", column_count = 1} local 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 local t = frame.add { type = "table", column_count = 1} if kill_score then value = ((kill_score - min_score)/(floor(next_level_score)-min_score)) end local 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 local t = frame.add { type = "table", column_count = 1} local 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 local t = frame.add { type = "table", column_count = 1} local leveled_list = {} for _, v in pairs(rewards_loot[next_level]) do local str = "0" if global.rewards[player.name].level then str = tostring(v.count .. " " .. v.text) end local 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 local splash = 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 = "" local text_effect = 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 local text_effect = 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 = global.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 global.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 local queue_pos = #global.inventory_queue[player.name].items 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 area = {} local pos_list = {} 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 global.rewards then global.rewards = {} end if not global.rewards[player.name] then global.rewards[player.name] = {level = 0} end if not global.inventory_queue then global.inventory_queue = {} end if not global.inventory_queue[player.name] then global.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)