local table_insert = table.insert local Table = require 'modules.scrap_towny_ffa.table' local Town_center = require 'modules.scrap_towny_ffa.town_center' local upgrade_functions = { -- Upgrade Town Center Health [1] = function(town_center, player) local market = town_center.market local surface = market.surface if town_center.max_health > 500000 then return end town_center.health = town_center.health + town_center.max_health town_center.max_health = town_center.max_health * 2 Town_center.set_market_health(market, 0) surface.play_sound({ path = "utility/achievement_unlocked", position = player.position, volume_modifier = 1 }) end, -- Upgrade Backpack [2] = function(town_center, player) local market = town_center.market local force = market.force local surface = market.surface if force.character_inventory_slots_bonus > 100 then return end force.character_inventory_slots_bonus = force.character_inventory_slots_bonus + 5 surface.play_sound({ path = "utility/achievement_unlocked", position = player.position, volume_modifier = 1 }) end, -- Upgrade Mining Productivity [3] = function(town_center, player) local market = town_center.market local force = market.force local surface = market.surface if town_center.upgrades.mining_prod >= 10 then return end town_center.upgrades.mining_prod = town_center.upgrades.mining_prod + 1 force.mining_drill_productivity_bonus = force.mining_drill_productivity_bonus + 0.1 surface.play_sound({ path = "utility/achievement_unlocked", position = player.position, volume_modifier = 1 }) end, -- Laser Turret Slot [4] = function(town_center, player) local market = town_center.market local surface = market.surface town_center.upgrades.laser_turret.slots = town_center.upgrades.laser_turret.slots + 1 surface.play_sound({ path = "utility/new_objective", position = player.position, volume_modifier = 1 }) end, -- Set Spawn Point [5] = function(town_center, player) local ffatable = Table.get_table() local market = town_center.market local force = market.force local surface = market.surface local spawn_point = force.get_spawn_position(surface) ffatable.spawn_point[player.name] = spawn_point surface.play_sound({ path = "utility/scenario_message", position = player.position, volume_modifier = 1 }) end, } local function clear_offers(market) for _ = 1, 256, 1 do local a = market.remove_market_item(1) if a == false then return end end end local function set_offers(town_center) local market = town_center.market local force = market.force local special_offers = {} if town_center.max_health < 500000 then special_offers[1] = { { { "coin", town_center.max_health * 0.1 } }, "Upgrade Town Center Health" } else special_offers[1] = { { { "coin", 1 } }, "Maximum Health upgrades reached!" } end if force.character_inventory_slots_bonus <= 100 then special_offers[2] = { { { "coin", (force.character_inventory_slots_bonus / 5 + 1) * 50 } }, "Upgrade Backpack +5 Slot" } else special_offers[2] = { { { "coin", 1 } }, "Maximum Backpack upgrades reached!" } end if town_center.upgrades.mining_prod < 10 then special_offers[3] = { { { "coin", (town_center.upgrades.mining_prod + 1) * 400 } }, "Upgrade Mining Productivity +10%" } else special_offers[3] = { { { "coin", 1 } }, "Maximum Mining upgrades reached!" } end local laser_turret = "Laser Turret Slot [#" .. tostring(town_center.upgrades.laser_turret.slots + 1) .. "]" special_offers[4] = { { { "coin", 1000 + (town_center.upgrades.laser_turret.slots * 50) } }, laser_turret } local spawn_point = "Set Spawn Point" special_offers[5] = { { { "coin", 1 } }, spawn_point } local market_items = {} for _, v in pairs(special_offers) do table_insert(market_items, { price = v[1], offer = { type = 'nothing', effect_description = v[2] } }) end -- coin purchases table_insert(market_items, { price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'raw-fish', count = 1 } }) table_insert(market_items, { price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'wood', count = 6 } }) table_insert(market_items, { price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'iron-ore', count = 6 } }) table_insert(market_items, { price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'copper-ore', count = 6 } }) table_insert(market_items, { price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'stone', count = 6 } }) table_insert(market_items, { price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'coal', count = 6 } }) table_insert(market_items, { price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'uranium-ore', count = 4 } }) table_insert(market_items, { price = { { 'coin', 300 } }, offer = { type = 'give-item', item = 'loader', count = 1 } }) table_insert(market_items, { price = { { 'coin', 600 } }, offer = { type = 'give-item', item = 'fast-loader', count = 1 } }) table_insert(market_items, { price = { { 'coin', 900 } }, offer = { type = 'give-item', item = 'express-loader', count = 1 } }) -- scrap selling table_insert(market_items, { price = { { 'wood', 7 } }, offer = { type = 'give-item', item = 'coin', count = 1 } }) table_insert(market_items, { price = { { 'iron-ore', 7 } }, offer = { type = 'give-item', item = 'coin', count = 1 } }) table_insert(market_items, { price = { { 'copper-ore', 7 } }, offer = { type = 'give-item', item = 'coin', count = 1 } }) table_insert(market_items, { price = { { 'stone', 7 } }, offer = { type = 'give-item', item = 'coin', count = 1 } }) table_insert(market_items, { price = { { 'coal', 7 } }, offer = { type = 'give-item', item = 'coin', count = 1 } }) table_insert(market_items, { price = { { 'uranium-ore', 5 } }, offer = { type = 'give-item', item = 'coin', count = 1 } }) table_insert(market_items, { price = { { 'copper-cable', 12 } }, offer = { type = 'give-item', item = 'coin', count = 1 } }) table_insert(market_items, { price = { { 'iron-gear-wheel', 3 } }, offer = { type = 'give-item', item = 'coin', count = 1 } }) table_insert(market_items, { price = { { 'iron-stick', 12 } }, offer = { type = 'give-item', item = 'coin', count = 1 } }) table_insert(market_items, { price = { { 'empty-barrel', 1 } }, offer = { type = 'give-item', item = 'coin', count = 1 } }) for _, item in pairs(market_items) do market.add_market_item(item) end end local function refresh_offers(event) local ffatable = Table.get_table() local market = event.entity or event.market if not market then return end if not market.valid then return end if market.name ~= "market" then return end local town_center = ffatable.town_centers[market.force.name] if not town_center then return end clear_offers(market) set_offers(town_center) end local function offer_purchased(event) local ffatable = Table.get_table() local player = game.players[event.player_index] local market = event.market local offer_index = event.offer_index local count = event.count if not upgrade_functions[offer_index] then return end local town_center = ffatable.town_centers[market.force.name] if not town_center then return end upgrade_functions[offer_index](town_center, player) if count > 1 then local offers = market.get_market_items() local price = offers[offer_index].price[1].amount player.insert({ name = "coin", count = price * (count - 1) }) end end local function on_gui_opened(event) local gui_type = event.gui_type if gui_type ~= defines.gui_type.entity then return end local entity = event.entity if entity == nil or not entity.valid then return end if entity.type == "market" then refresh_offers(event) end end local function on_market_item_purchased(event) offer_purchased(event) refresh_offers(event) end local function inside(pos, area) return pos.x >= area.left_top.x and pos.x <= area.right_bottom.x and pos.y >= area.left_top.y and pos.y <= area.right_bottom.y end local function on_tick(_) local ffatable = Table.get_table() if not ffatable.town_centers then return end local items = { "burner-inserter", "inserter", "long-handed-inserter", "fast-inserter", "filter-inserter", "stack-inserter", "stack-filter-inserter", "loader", "fast-loader", "express-loader" } for _, town_center in pairs(ffatable.town_centers) do local market = town_center.market local offers = market.get_market_items() if offers == nil then set_offers(town_center) end local s = market.surface local force = market.force -- get the bounding box for the market local bb = market.bounding_box local area = { left_top = { bb.left_top.x - 2, bb.left_top.y - 2 }, right_bottom = { bb.right_bottom.x + 2, bb.right_bottom.y + 2 } } local entities = s.find_entities_filtered({ area = area, name = items }) for _, e in pairs(entities) do if e.name ~= "loader" and e.name ~= "fast-loader" and e.name ~= "express-loader" then local ppos = e.pickup_position local dpos = e.drop_position -- pulling an item from the market if inside(ppos, bb) and e.drop_target then local stack = e.held_stack local spos = e.held_stack_position if inside(spos, bb) then local filter local filter_mode = e.inserter_filter_mode if filter_mode ~= nil then for i = 1, e.filter_slot_count do if e.get_filter(i) ~= nil then filter = e.get_filter(i) break end end end if (filter_mode == "whitelist" and filter == "coin") or (filter_mode == "blacklist" and filter == nil) or (filter_mode == nil) then if stack.valid and town_center.coin_balance > 0 then -- pull coins stack.set_stack({ name = "coin", count = 1 }) town_center.coin_balance = town_center.coin_balance - 1 Town_center.update_coin_balance(force) end else if filter_mode == "whitelist" and filter ~= nil and stack.valid then -- purchased and pull items if output buffer is empty -- buffer the output in a item buffer since the stack might be too small -- output items are shared among the output for _, trade in ipairs(offers) do local type = trade.offer.type local item = trade.offer.item local count = trade.offer.count or 1 local cost = trade.price[1].amount if type == "give-item" and item == filter then if town_center.output_buffer[item] == nil then town_center.output_buffer[item] = 0 end if town_center.output_buffer[item] == 0 then -- fill buffer if town_center.coin_balance >= cost then town_center.coin_balance = town_center.coin_balance - cost Town_center.update_coin_balance(force) town_center.output_buffer[item] = town_center.output_buffer[item] + count --log("output_buffer[" .. item .. "] = " .. town_center.output_buffer[item]) end end if town_center.output_buffer[item] > 0 and not stack.valid_for_read then -- output the item local amount = 1 if stack.can_set_stack({ name = item, count = amount }) then town_center.output_buffer[item] = town_center.output_buffer[item] - amount stack.set_stack({ name = item, count = amount }) --log("output_buffer[" .. item .. "] = " .. town_center.output_buffer[item]) end end break end end end end end end -- pushing an item to the market (coins or scrap) if e.pickup_target and inside(dpos, bb) then local stack = e.held_stack local spos = e.held_stack_position if stack.valid_for_read and inside(spos, bb) then local name = stack.name local amount = stack.count if name == "coin" then -- push coins e.remove_item(stack) town_center.coin_balance = town_center.coin_balance + amount Town_center.update_coin_balance(force) else -- push items to turn into coin for _, trade in ipairs(offers) do local type = trade.offer.type local item = trade.price[1].name local count = trade.price[1].amount local cost = trade.offer.count if type == "give-item" and name == item and item ~= "coin" then e.remove_item(stack) -- buffer the input in an item buffer that can be sold if town_center.input_buffer[item] == nil then town_center.input_buffer[item] = 0 end town_center.input_buffer[item] = town_center.input_buffer[item] + amount --log("input_buffer[" .. item .. "] = " .. town_center.input_buffer[item]) if town_center.input_buffer[item] >= count then town_center.input_buffer[item] = town_center.input_buffer[item] - count town_center.coin_balance = town_center.coin_balance + cost Town_center.update_coin_balance(force) --log("input_buffer[" .. item .. "] = " .. town_center.input_buffer[item]) end end end end end end end end end end local Event = require 'utils.event' Event.add(defines.events.on_tick, on_tick) Event.add(defines.events.on_gui_opened, on_gui_opened) Event.add(defines.events.on_market_item_purchased, on_market_item_purchased)