-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates. --luacheck: ignore --luacheck ignores because tickinterval arguments are a code templating choice... local Memory = require 'maps.pirates.memory' local Structures = require 'maps.pirates.structures.structures' local Boats = require 'maps.pirates.structures.boats.boats' local Surfaces = require 'maps.pirates.surfaces.surfaces' local Classes = require 'maps.pirates.roles.classes' local Balance = require 'maps.pirates.balance' local Common = require 'maps.pirates.common' local CoreData = require 'maps.pirates.coredata' local Math = require 'maps.pirates.math' local _inspect = require 'utils.inspect'.inspect local Public = {} function Public.class_update_auxiliary_data(tickinterval) local memory = Memory.get_crew_memory() if not memory.classes_table then return end local class_auxiliary_data = memory.class_auxiliary_data local crew = Common.crew_get_crew_members() local processed_players = {} for _, player in pairs(crew) do local player_index = player.index local class = memory.classes_table[player_index] if class and class == Classes.enum.IRON_LEG then if (not class_auxiliary_data[player_index]) then class_auxiliary_data[player_index] = {} end local data = class_auxiliary_data[player_index] processed_players[player_index] = true local check if Common.validate_player_and_character(player) then local inv = player.character.get_inventory(defines.inventory.character_main) if inv and inv.valid then local count = inv.get_item_count('iron-ore') if count and count >= 3000 then check = true end end end if check then data.iron_leg_active = true else data.iron_leg_active = false end end end for k, _ in pairs(class_auxiliary_data) do if not processed_players[k] then class_auxiliary_data[k] = nil end end end function Public.class_renderings(tickinterval) local memory = Memory.get_crew_memory() if not memory.classes_table then return end local class_renderings = memory.class_renderings local crew = Common.crew_get_crew_members() local processed_players = {} for _, player in pairs(crew) do local player_index = player.index local class = memory.classes_table[player_index] if class then if not class_renderings[player_index] then class_renderings[player_index] = {} end local rendering_data = class_renderings[player_index] local r = rendering_data.rendering local c = rendering_data.class processed_players[player_index] = true if Common.validate_player_and_character(player) and (c ~= Classes.enum.IRON_LEG or (memory.class_auxiliary_data[player_index] and memory.class_auxiliary_data[player_index].iron_leg_active)) then if class == c then if r and rendering.is_valid(r) then rendering.set_target(r, player.character) end else if r and rendering.is_valid(r) then rendering.destroy(r) end if class == Classes.enum.QUARTERMASTER then class_renderings[player_index] = { rendering = rendering.draw_circle{ surface = player.surface, target = player.character, color = CoreData.colors.quartermaster_rendering, filled = false, radius = Common.quartermaster_range, only_in_alt_mode = true, draw_on_ground = true, } } elseif class == Classes.enum.SAMURAI then class_renderings[player_index] = { rendering = rendering.draw_circle{ surface = player.surface, target = player.character, color = CoreData.colors.toughness_rendering, filled = false, radius = Balance.samurai_resistance^2, only_in_alt_mode = false, draw_on_ground = true, } } elseif class == Classes.enum.HATAMOTO then class_renderings[player_index] = { rendering = rendering.draw_circle{ surface = player.surface, target = player.character, color = CoreData.colors.toughness_rendering, filled = false, radius = Balance.hatamoto_resistance^2, only_in_alt_mode = false, draw_on_ground = true, } } elseif class == Classes.enum.IRON_LEG and memory.class_auxiliary_data[player_index] and memory.class_auxiliary_data[player_index].iron_leg_active then class_renderings[player_index] = { rendering = rendering.draw_circle{ surface = player.surface, target = player.character, color = CoreData.colors.toughness_rendering, filled = false, radius = Balance.iron_leg_resistance^2, only_in_alt_mode = false, draw_on_ground = true, } } end end else if r then rendering.destroy(r) end class_renderings[player_index] = nil end end end for k, data in pairs(class_renderings) do if not processed_players[k] then local r = data.rendering if r and rendering.is_valid(r) then rendering.destroy(r) end class_renderings[k] = nil end end end function Public.update_character_properties(tickinterval) local memory = Memory.get_crew_memory() local crew = Common.crew_get_crew_members() for _, player in pairs(crew) do if Common.validate_player_and_character(player) then local player_index = player.index local character = player.character if memory.classes_table and memory.classes_table[player_index] then if memory.classes_table[player_index] == Classes.enum.FISHERMAN then character.character_reach_distance_bonus = 10 elseif memory.classes_table[player_index] == Classes.enum.MASTER_ANGLER or memory.classes_table[player_index] == Classes.enum.DREDGER then character.character_reach_distance_bonus = 16 else character.character_reach_distance_bonus = 0 end end local health_boost = 0 -- base health is 250 -- moved to damage resistance: -- if memory.classes_table and memory.classes_table[player_index] then -- local class = memory.classes_table[player_index] -- if class == Classes.enum.SAMURAI then -- health_boost = health_boost + 800 -- elseif class == Classes.enum.HATAMOTO then -- health_boost = health_boost + 1300 -- end -- end -- Captain health boost: -- if Common.is_captain(player) then -- health_boost = health_boost + 50 -- end character.character_health_bonus = health_boost local speed_boost = Balance.base_extra_character_speed if memory.speed_boost_characters and memory.speed_boost_characters[player_index] then speed_boost = speed_boost + 0.85 else if memory.classes_table and memory.classes_table[player_index] then local class = memory.classes_table[player_index] if class == Classes.enum.SCOUT then speed_boost = speed_boost + 0.35 elseif class == Classes.enum.DECKHAND or class == Classes.enum.BOATSWAIN or class == Classes.enum.SHORESMAN then local surfacedata = Surfaces.SurfacesCommon.decode_surface_name(player.surface.name) local type = surfacedata.type local on_ship_bool = type == Surfaces.enum.HOLD or type == Surfaces.enum.CABIN or type == Surfaces.enum.CROWSNEST or (player.surface.name == memory.boat.surface_name and Boats.on_boat(memory.boat, player.position)) local hold_bool = surfacedata.type == Surfaces.enum.HOLD if class == Classes.enum.DECKHAND then if on_ship_bool and (not hold_bool) then speed_boost = speed_boost + 0.25 end elseif class == Classes.enum.BOATSWAIN then if hold_bool then speed_boost = speed_boost + 0.25 end elseif class == Classes.enum.SHORESMAN then if not on_ship_bool then speed_boost = speed_boost + 0.07 end end end end end character.character_running_speed_modifier = speed_boost end end end function Public.class_rewards_tick(tickinterval) --assuming tickinterval = 6 seconds for now local memory = Memory.get_crew_memory() local crew = Common.crew_get_crew_members() for _, player in pairs(crew) do if Common.validate_player_and_character(player) then local player_index = player.index if memory.classes_table and memory.classes_table[player_index] then if game.tick % tickinterval == 0 and Common.validate_player_and_character(player) then if memory.classes_table[player.index] == Classes.enum.SMOLDERING then local inv = player.get_inventory(defines.inventory.character_main) if not (inv and inv.valid) then return end local max_coal = 50 -- local max_transfer = 1 local wood_count = inv.get_item_count('wood') local coal_count = inv.get_item_count('coal') if wood_count >= 1 and coal_count < max_coal then -- local count = Math.min(wood_count, max_coal-coal_count, max_transfer) local count = 1 inv.remove({name = 'wood', count = count}) inv.insert({name = 'coal', count = count}) Common.flying_text_small(player.surface, player.position, '[item=coal]') end end end end if game.tick % tickinterval == 0 and (not (memory.boat and memory.boat.state and (memory.boat.state == Structures.Boats.enum_state.ATSEA_LOADING_MAP or memory.boat.state == Structures.Boats.enum_state.ATSEA_WAITING_TO_SAIL))) then --it is possible to spend extra time here, so don't give out freebies if memory.classes_table and memory.classes_table[player_index] then local class = memory.classes_table[player_index] if class == Classes.enum.DECKHAND or class == Classes.enum.SHORESMAN or class == Classes.enum.BOATSWAIN or class == Classes.enum.QUARTERMASTER then --watch out for this line! local surfacedata = Surfaces.SurfacesCommon.decode_surface_name(player.surface.name) local type = surfacedata.type local on_ship_bool = type == Surfaces.enum.HOLD or type == Surfaces.enum.CABIN or type == Surfaces.enum.CROWSNEST or (player.surface.name == memory.boat.surface_name and Boats.on_boat(memory.boat, player.position)) local hold_bool = surfacedata.type == Surfaces.enum.HOLD if class == Classes.enum.DECKHAND and on_ship_bool and (not hold_bool) then Classes.class_ore_grant(player, 2) elseif class == Classes.enum.BOATSWAIN and hold_bool then Classes.class_ore_grant(player, 4) elseif class == Classes.enum.SHORESMAN and (not on_ship_bool) then Classes.class_ore_grant(player, 2) elseif class == Classes.enum.QUARTERMASTER then local nearby_players = #player.surface.find_entities_filtered{position = player.position, radius = Common.quartermaster_range, name = 'character'} if nearby_players > 1 then Classes.class_ore_grant(player, nearby_players - 1, true) end end end end end end end end return Public