-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates. local Memory = require 'maps.pirates.memory' -- local Roles = require 'maps.pirates.roles.roles' local Classes = require 'maps.pirates.roles.classes' local Crew = require 'maps.pirates.crew' -- local Boats = require 'maps.pirates.structures.boats.boats' -- local Dock = require 'maps.pirates.surfaces.dock' local Balance = require 'maps.pirates.balance' local Common = require 'maps.pirates.common' local Utils = require 'maps.pirates.utils_local' local Roles = require 'maps.pirates.roles.roles' local Math = require 'maps.pirates.math' local _inspect = require 'utils.inspect'.inspect local SurfacesCommon = require 'maps.pirates.surfaces.common' local Upgrades = require 'maps.pirates.boat_upgrades' -- local Upgrades = require 'maps.pirates.boat_upgrades' local Public = {} Public.Captains = require 'maps.pirates.shop.captains' Public.Covered = require 'maps.pirates.shop.covered' Public.Merchants = require 'maps.pirates.shop.merchants' Public.Minimarket = require 'maps.pirates.shop.dock' function Public.print_transaction(player, offer_itemname, offer_itemcount, price) local type = 'traded away' local s2 = {''} local s3 = offer_itemcount .. ' ' .. offer_itemname if offer_itemname == 'coin' then type = 'sold' end for i, p in pairs(price) do local p2 = {name = p.name, amount = p.amount} if p2.name == 'raw-fish' then p2.name = 'fish' end if p2.name == 'coin' then type = 'bought' p2.name = 'doubloons' end if i > 1 then if i == #price then s2[#s2+1] = {'pirates.separator_2'} else s2[#s2+1] = {'pirates.separator_1'} end end s2[#s2+1] = p2.amount s2[#s2+1] = ' ' s2[#s2+1] = p2.name end if type == 'sold' then Common.notify_force_light(player.force, {'pirates.market_event_sell', player.name, s2, s3}) elseif type == 'traded away' then Common.notify_force_light(player.force, {'pirates.market_event_trade', player.name, s2, s3}) elseif type == 'bought' then Common.notify_force_light(player.force, {'pirates.market_event_buy', player.name, s3, s2}) end end local function purchaseData(market, player, offer_index) --a proper rewriting of this function would directly check market entities against saved references to them in memory, but we haven't had time to rewrite it yet local destination = Common.current_destination() local alloffers = market.get_market_items() local this_offer = alloffers[offer_index] local price = this_offer.price local offer_type = this_offer.offer.type local offer_giveitem_name, offer_giveitem_count if offer_type == 'give-item' then offer_giveitem_name = this_offer.offer.item offer_giveitem_count = this_offer.offer.count end -- check for BARTER vs STATIC vs ONE-OFF -- One-off becomes unavailable after purchase, such as class purchase -- Static doesn't decay -- Barter decays local decay_type local dock_bool = destination.type == SurfacesCommon.enum.DOCK local island_bool = destination.type == SurfacesCommon.enum.ISLAND local purchase_bool = (price and price[1] and price[1].name and (price[1].name == 'coin')) local simple_efficiency_trade_bool = (price and price[1] and price[1].name and (price[1].name == 'pistol' or price[1].name == 'burner-mining-drill')) local special_purchase_bool = (offer_giveitem_name == 'rocket-launcher') -- local special_purchase_bool = (offer_giveitem_name and (offer_giveitem_name == 'loader' or offer_giveitem_name == 'fast-loader' or offer_giveitem_name == 'express-loader' or offer_giveitem_name == 'rocket-launcher')) local surface_name_decoded = SurfacesCommon.decode_surface_name(player.surface.name) local type = surface_name_decoded.type local in_captains_cabin = type and type == SurfacesCommon.enum.CABIN local dock_upgrades_market = destination.dynamic_data.dock_captains_market and (destination.dynamic_data.dock_captains_market == market) local permission_level_fail = (in_captains_cabin and Roles.player_privilege_level(player) < Roles.privilege_levels.OFFICER) or (dock_upgrades_market and Roles.player_privilege_level(player) < Roles.privilege_levels.OFFICER) if in_captains_cabin then decay_type = 'static' elseif offer_type == 'nothing' or dock_upgrades_market then decay_type = 'one-off' elseif simple_efficiency_trade_bool or special_purchase_bool then decay_type = 'static' elseif dock_bool and purchase_bool and (offer_giveitem_name) and (offer_giveitem_name == 'stone' or offer_giveitem_name == 'iron-ore' or offer_giveitem_name == 'copper-ore' or offer_giveitem_name == 'crude-oil-barrel') then decay_type = 'fast_decay' elseif dock_bool and purchase_bool and (offer_giveitem_name) then decay_type = 'one-off' elseif island_bool and (not (offer_giveitem_name and offer_giveitem_name == 'rocket')) then decay_type = 'one-off' else decay_type = 'decay' end return { alloffers = alloffers, decay_type = decay_type, price = price, offer_type = offer_type, offer_giveitem_name = offer_giveitem_name, offer_giveitem_count = offer_giveitem_count, dock_bool = dock_bool, island_bool = island_bool, purchase_bool = purchase_bool, simple_efficiency_trade_bool = simple_efficiency_trade_bool, special_purchase_bool = special_purchase_bool, in_captains_cabin = in_captains_cabin, dock_upgrades_market = dock_upgrades_market, permission_level_fail = permission_level_fail, } end function Public.event_on_market_item_purchased(event) local player_index, market, offer_index, trade_count = event.player_index, event.market, event.offer_index, event.count local player = game.players[player_index] if not (market and market.valid and offer_index and Common.validate_player(player)) then return end local crew_id = tonumber(string.sub(player.force.name, -3, -1)) or nil Memory.set_working_id(crew_id) local memory = Memory.get_crew_memory() local destination = Common.current_destination() local inv = player.get_inventory(defines.inventory.character_main) local thisPurchaseData = purchaseData(market, player, offer_index) local refunds = 0 -- Normally we want to disallow multi-purchases in this game (with the exception of static trades for items), so refund any additional purchases: if (thisPurchaseData.decay_type ~= 'static' or thisPurchaseData.offer_type == 'nothing') and player and trade_count and trade_count > 1 then inv = player.get_inventory(defines.inventory.character_main) if not inv then return end for _, p in pairs(thisPurchaseData.price) do inv.insert{name = p.name, count = p.amount * (trade_count - 1)} end if thisPurchaseData.offer_type == 'give-item' then inv.remove{name = thisPurchaseData.offer_giveitem_name, count = thisPurchaseData.offer_giveitem_count * (trade_count - 1)} end refunds = refunds + (trade_count - 1) end if thisPurchaseData.decay_type == 'one-off' then local force = player.force if thisPurchaseData.dock_upgrades_market then if thisPurchaseData.offer_type == 'give-item' then -- this is the dummy artillery purchase inv.remove{name = thisPurchaseData.offer_giveitem_name, count = thisPurchaseData.offer_giveitem_count} end if thisPurchaseData.permission_level_fail then Common.notify_player_error(player, {'pirates.market_error_not_captain'}) -- refund: inv = player.get_inventory(defines.inventory.character_main) if not inv then return end for _, p in pairs(thisPurchaseData.price) do inv.insert{name = p.name, count = p.amount} end refunds = refunds + 1 else if thisPurchaseData.offer_type == 'give-item' then -- heal all cannons: local cannons = game.surfaces[destination.surface_name].find_entities_filtered({type = 'artillery-turret'}) for _, c in pairs(cannons) do local unit_number = c.unit_number local healthbar = memory.boat.healthbars[unit_number] if healthbar then healthbar.health = healthbar.max_health Common.update_healthbar_rendering(healthbar, healthbar.max_health) else log('error: healthbar ' .. unit_number .. ' not found') end end Common.notify_force(force,{'pirates.repaired_cannons', player.name}) market.remove_market_item(offer_index) else local upgrade_type = Common.current_destination().static_params.upgrade_for_sale if upgrade_type then Upgrades.execute_upgade(upgrade_type, player) end market.remove_market_item(offer_index) end end else if thisPurchaseData.offer_type == 'nothing' and destination.static_params.class_for_sale then local class_for_sale = destination.static_params.class_for_sale -- if not class_for_sale then return end local required_class = Classes.class_purchase_requirement[class_for_sale] local ok = true -- check if they have the required class to buy it if required_class then if not (memory.classes_table and memory.classes_table[player.index] and memory.classes_table[player.index] == required_class) then ok = false Common.notify_force_error(force, {'pirates.class_purchase_error_prerequisite_class',Classes.display_form(required_class)}) end end if ok then if required_class then if force and force.valid then local message = {'pirates.class_upgrade', player.name, Classes.display_form(required_class), Classes.display_form(class_for_sale), Classes.explanation(class_for_sale)} Common.notify_force_light(force,message) end else -- check if they have a role already - renounce it if so if memory.classes_table and memory.classes_table[player.index] then Classes.try_renounce_class(player, false) end if force and force.valid then local message = {'pirates.class_purchase', player.name, Classes.display_form(class_for_sale), Classes.explanation(class_for_sale)} Common.notify_force_light(force, message) end end memory.classes_table[player.index] = class_for_sale memory.available_classes_pool = Utils.ordered_table_with_single_value_removed(memory.available_classes_pool, class_for_sale) -- if destination.dynamic_data and destination.dynamic_data.market_class_offer_rendering then -- rendering.destroy(destination.dynamic_data.market_class_offer_rendering) -- end market.remove_market_item(offer_index) if Classes.class_unlocks[class_for_sale] then for _, upgrade in pairs(Classes.class_unlocks[class_for_sale]) do memory.available_classes_pool[#memory.available_classes_pool + 1] = upgrade end end else --refund inv = player.get_inventory(defines.inventory.character_main) if not inv then return end for _, p in pairs(thisPurchaseData.price) do inv.insert{name = p.name, count = p.amount} end refunds = refunds + 1 end else Common.notify_force_light(player.force, {'pirates.market_event_buy', player.name, thisPurchaseData.offer_giveitem_count .. ' ' .. thisPurchaseData.offer_giveitem_name, thisPurchaseData.price[1].amount .. ' ' .. thisPurchaseData.price[1].name}) market.remove_market_item(offer_index) end end else if thisPurchaseData.in_captains_cabin and thisPurchaseData.permission_level_fail then Common.notify_player_error(player, {'pirates.market_error_not_captain_or_officer'}) -- refund: inv = player.get_inventory(defines.inventory.character_main) if not inv then return end for _, p in pairs(thisPurchaseData.price) do inv.insert{name = p.name, count = p.amount} end if thisPurchaseData.offer_type == 'give-item' then inv.remove{name = thisPurchaseData.offer_giveitem_name, count = thisPurchaseData.offer_giveitem_count} end refunds = refunds + 1 else -- print: if (thisPurchaseData.price and thisPurchaseData.price[1]) then if not (thisPurchaseData.price[1].name and thisPurchaseData.price[1].name == 'burner-mining-drill') then --this one is too boring to announce if thisPurchaseData.in_captains_cabin and thisPurchaseData.offer_type == 'nothing' then Common.notify_force_light(player.force, {'pirates.market_event_buy', player.name, {'pirates.extra_time_at_sea'}, thisPurchaseData.price[1].amount .. ' ' .. thisPurchaseData.price[1].name}) else Public.print_transaction(player, thisPurchaseData.offer_giveitem_name, thisPurchaseData.offer_giveitem_count, thisPurchaseData.price) end end end if thisPurchaseData.in_captains_cabin and thisPurchaseData.offer_type == 'nothing' then local success = Crew.try_add_extra_time_at_sea(60 * 60) if not success then Common.notify_player_error(player, {'pirates.market_error_maximum_loading_time'}) -- refund: inv = player.get_inventory(defines.inventory.character_main) if not inv then return end for _, p in pairs(thisPurchaseData.price) do inv.insert{name = p.name, count = p.amount} end refunds = refunds + 1 end else if thisPurchaseData.decay_type == 'static' then if not inv then return end local flying_text_color = {r = 255, g = 255, b = 255} local text1 = '[color=1,1,1]+' .. thisPurchaseData.offer_giveitem_count .. '[/color] [item=' .. thisPurchaseData.offer_giveitem_name .. ']' local text2 = '[color=' .. flying_text_color.r .. ',' .. flying_text_color.g .. ',' .. flying_text_color.b .. '](' .. inv.get_item_count(thisPurchaseData.offer_giveitem_name) .. ')[/color]' Common.flying_text(player.surface, player.position, text1 .. ' [font=count-font]' .. text2 .. '[/font]') else local decay_param = Balance.barter_decay_parameter() if thisPurchaseData.decay_type == 'fast_decay' then decay_param = Balance.barter_decay_parameter()^3 end if not inv then return end local flying_text_color = {r = 255, g = 255, b = 255} local text1 = '[color=1,1,1]+' .. thisPurchaseData.offer_giveitem_count .. '[/color] [item=' .. thisPurchaseData.offer_giveitem_name .. ']' local text2 = '[color=' .. flying_text_color.r .. ',' .. flying_text_color.g .. ',' .. flying_text_color.b .. '](' .. inv.get_item_count(thisPurchaseData.offer_giveitem_name) .. ')[/color]' Common.flying_text(player.surface, player.position, text1 .. ' [font=count-font]' .. text2 .. '[/font]') --update market trades: thisPurchaseData.alloffers[offer_index].offer.count = Math.max(Math.floor(thisPurchaseData.alloffers[offer_index].offer.count * decay_param),1) market.clear_market_items() for _, offer in pairs(thisPurchaseData.alloffers) do market.add_market_item(offer) end end end end end if thisPurchaseData.offer_giveitem_name and thisPurchaseData.offer_giveitem_name == 'coin' and refunds < trade_count then memory.playtesting_stats.coins_gained_by_markets = memory.playtesting_stats.coins_gained_by_markets + thisPurchaseData.offer_giveitem_count end end return Public