1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2026-04-24 20:56:04 +02:00
Files
2026-02-06 14:49:40 +01:00

931 lines
40 KiB
Lua

-- a map where you feed hungry boxes, which unlocks new territory, with even more hungry boxes by mewmew
--CONFIGS
local cell_size = 15 -- size of each territory to unlock
local chance_to_receive_token = 0.20 -- chance of a hungry chest, dropping a token after unlocking, can be above 1 for multiple
local SA = script.active_mods['space-age']
require 'modules.backpack_research'
local Event = require 'utils.event'
local Functions = require 'maps.expanse.functions'
local SpaceMissions = require 'maps.expanse.space_missions'
local MissionData = require 'maps.expanse.mission_data'
local GetNoise = require 'utils.math.get_noise'
local Global = require 'utils.global'
local Map_info = require 'modules.map_info'
local Gui = require 'utils.gui'
local format_number = require 'util'.format_number
local Autostash = require 'modules.autostash'
local FT = require 'utils.functions.flying_texts'
local Raffle = require 'utils.math.raffle'
local Reset = require 'utils.functions.soft_reset'
local Server = require 'utils.server'
local expanse = {
events = {
gui_update = Event.generate_event_name('expanse_gui_update'),
mission_gui_update = Event.generate_event_name('expanse_missions_gui_update'),
invasion_warn = Event.generate_event_name('invasion_warn'),
invasion_detonate = Event.generate_event_name('invasion_detonate'),
invasion_trigger = Event.generate_event_name('invasion_trigger'),
victory = Event.generate_event_name('victory'),
map_reset = Event.generate_event_name('expanse_map_reset')
}
}
Global.register(
expanse,
function (tbl)
expanse = tbl
end
)
local main_button_name = Gui.uid_name()
local missions_button_name = Gui.uid_name()
local main_frame_name = Gui.uid_name()
local close_main_frame_button_name = Gui.uid_name()
local missions_frame_name = Gui.uid_name()
local close_missions_button_name = Gui.uid_name()
local function create_button(player)
local buttons = {}
if Gui.get_mod_gui_top_frame() then
buttons[1] =
Gui.add_mod_button(
player,
{
type = 'sprite-button',
name = main_button_name,
sprite = 'item/requester-chest',
tooltip = {'expanse.stats_button'},
style = Gui.button_style
}
)
buttons[2] = Gui.add_mod_button(
player,
{
type = 'sprite-button',
name = missions_button_name,
sprite = 'item/rocket-part',
tooltip = {'expanse.missions_button'},
style = Gui.button_style
}
)
for _, button in pairs(buttons) do
button.style.font_color = { 165, 165, 165 }
button.style.font = 'default-semibold'
button.style.minimal_height = 36
button.style.maximal_height = 36
button.style.minimal_width = 40
button.style.padding = -2
end
else
buttons[1] =
player.gui.top[main_button_name] or
player.gui.top.add(
{
type = 'sprite-button',
sprite = 'item/requester-chest',
name = main_button_name,
tooltip = {'expanse.stats_button'},
style = Gui.button_style
}
)
buttons[2] =
player.gui.top[main_button_name] or
player.gui.top.add(
player,
{
type = 'sprite-button',
name = missions_button_name,
sprite = 'item/rocket-part',
tooltip = {'expanse.missions_button'},
style = Gui.button_style
}
)
for _, button in pairs(buttons) do
button.style.font_color = { r = 0.11, g = 0.8, b = 0.44 }
button.style.font = 'heading-1'
button.style.minimal_height = 40
button.style.maximal_width = 40
button.style.minimal_width = 38
button.style.maximal_height = 38
button.style.padding = 1
button.style.margin = 0
end
end
end
local function set_nauvis()
local surface = game.surfaces[1]
local map_gen_settings = surface.map_gen_settings
map_gen_settings.autoplace_controls = {
['coal'] = { frequency = 6, size = 0.7, richness = 0.5 },
['stone'] = { frequency = 6, size = 0.4, richness = 0.5 },
['copper-ore'] = { frequency = 6, size = 0.7, richness = 0.95 },
['iron-ore'] = { frequency = 6, size = 0.7, richness = 1 },
['uranium-ore'] = { frequency = 10, size = 0.7, richness = 1 },
['crude-oil'] = { frequency = 20, size = 1.5, richness = 1.5 },
['trees'] = { frequency = 1.75, size = 1.25, richness = 1 },
['enemy-base'] = { frequency = 10, size = 10, richness = 2 },
['water'] = {frequency = 12, size = 0.25 , richness = 1}
}
map_gen_settings.seed = math.random(1, 4000000000)
map_gen_settings.starting_area = 0.08
surface.map_gen_settings = map_gen_settings
for chunk in surface.get_chunks() do
surface.delete_chunk({ chunk.x, chunk.y })
end
end
local function reset()
game.difficulty_settings.spoil_time_modifier = 1
local enemy = game.forces.enemy
enemy.set_gun_speed_modifier('rocket', 2)
enemy.set_gun_speed_modifier('bullet', 2)
enemy.set_gun_speed_modifier('beam', 2)
enemy.set_ammo_damage_modifier('rocket', 2)
enemy.set_ammo_damage_modifier('bullet', 2)
enemy.set_ammo_damage_modifier('beam', 2)
expanse.grid = {}
expanse.containers = {}
expanse.cost_stats = {}
expanse.rocket_silos = {}
expanse.missions = {
[4] = {level = 0, delivered = {}},
[5] = {level = 0, delivered = {}},
[6] = {level = 0, delivered = {}},
[7] = {level = 0, delivered = {}},
[8] = {level = 0, delivered = {}},
[9] = {level = 0, delivered = {}},
[10] = {level = 0, delivered = {}},
}
expanse.landing_pad = nil
expanse.space_platform = nil
expanse.nonspace_pad = nil
expanse.space_production = {}
expanse.cargo_pods = {}
expanse.invasion_candidates = {}
expanse.lightning_tiles = {}
expanse.schedule = {}
expanse.size = 1
expanse.reset_tick = 0
expanse.tree = nil
expanse.rock = nil
expanse.acid_tank = nil
expanse.biome_offset = math.random(1, 4)
expanse.tiered_specials = {
[1] = {unlocks = 0, tiles = 0},
[2] = {unlocks = 0, tiles = 0},
[3] = {unlocks = 4, tiles = 0}, --uranium guaranteed
[4] = {unlocks = 2, tiles = 0}, --landing pad and silo
[5] = {unlocks = SA and 5 or 1, tiles = 0}, --silos
[6] = {unlocks = 80, tiles = 0}, --vulcanus
[7] = {unlocks = 80, tiles = 0}, --fulgora
[8] = {unlocks = 80, tiles = 0}, --gleba
[9] = {unlocks = 80, tiles = 0}, --aquilo
[10] = {unlocks = 50000, tiles = 0, specials = 1}, --all
}
Autostash.insert_into_furnace(true)
local map_gen_settings = {
['water'] = 0,
['starting_area'] = 1,
['cliff_settings'] = { cliff_elevation_interval = 0, cliff_elevation_0 = 0 },
['default_enable_all_autoplace_controls'] = false,
['autoplace_settings'] = {
['entity'] = { treat_missing_as_default = false },
['tile'] = { treat_missing_as_default = false },
['decorative'] = { treat_missing_as_default = true, settings = {}}
},
autoplace_controls = {
['coal'] = { frequency = 0, size = 0, richness = 0 },
['stone'] = { frequency = 0, size = 0, richness = 0 },
['copper-ore'] = { frequency = 0, size = 0, richness = 0 },
['iron-ore'] = { frequency = 0, size = 0, richness = 0 },
['uranium-ore'] = { frequency = 0, size = 0, richness = 0 },
['crude-oil'] = { frequency = 0, size = 0, richness = 0 },
['trees'] = { frequency = 0, size = 0, richness = 0 },
['enemy-base'] = { frequency = 0, size = 0, richness = 0 }
}
}
if not expanse.active_surface_index then
expanse.active_surface_index = game.create_surface('expanse', map_gen_settings).index
else
if expanse.restart_from_scenario then
Server.start_scenario('Expanse')
return
end
game.forces.player.set_spawn_position({8, 8}, game.surfaces[expanse.active_surface_index])
expanse.active_surface_index = Reset.soft_reset_map(game.surfaces[expanse.active_surface_index], map_gen_settings, {}).index
expanse.reset_tick = game.tick
end
expanse.restart_from_scenario = false
local surface = game.surfaces[expanse.active_surface_index]
surface.ignore_surface_conditions = true
if expanse.override_nauvis then
set_nauvis()
end
local source_surface = game.surfaces[expanse.source_surface]
source_surface.request_to_generate_chunks({ x = 0, y = 0 }, 4)
source_surface.force_generate_chunk_requests()
game.forces.player.set_surface_hidden(source_surface, true)
surface.request_to_generate_chunks({ x = 0, y = 0 }, 4)
surface.force_generate_chunk_requests()
local techs = game.forces.player.technologies
techs['atomic-bomb'].enabled = false
for _, tech in pairs(MissionData.locked_techs) do
techs[tech].enabled = false
techs[tech].visible_when_disabled = true
end
for _, player in pairs(game.players) do
player.teleport({ -4, -4 }, source_surface)
end
if SA then
SpaceMissions.init_space(expanse)
else
SpaceMissions.init_nonspace(expanse)
end
Functions.expand(expanse, { x = 0, y = 0 })
for _, player in pairs(game.players) do
player.teleport(surface.find_non_colliding_position('character', { expanse.square_size * 0.5, expanse.square_size * 0.5 }, 8, 0.5) or {5, 5}, surface)
end
game.reset_time_played()
script.raise_event(expanse.events.mission_gui_update, {})
end
local ores = { 'copper-ore', 'iron-ore', 'stone', 'coal', 'iron-ore', 'copper-ore', 'coal', 'iron-ore' }
local function generate_ore(surface, left_top)
local seed = game.surfaces[1].map_gen_settings.seed
local left_top_x = left_top.x
local left_top_y = left_top.y
--Draw the mixed ore patches.
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = { x = left_top_x + x, y = left_top_y + y }
if surface.can_place_entity({ name = 'iron-ore', position = pos }) then
local noise = GetNoise('smol_areas', pos, seed)
if math.abs(noise) > 0.78 or math.abs(noise) < 0.11 then
local amount = 500 + math.sqrt(pos.x ^ 2 + pos.y ^ 2) * 4
local i = math.floor(noise * 40 + math.abs(pos.x) * 0.05) % 8 + 1
surface.create_entity({ name = ores[i], position = pos, amount = amount })
end
end
end
end
end
local function on_resource_depleted(event)
local ore = event.entity
if ore and ore.valid then
local distance = math.sqrt(ore.position.x ^ 2 + ore.position.y ^ 2)
if ore.name == 'stone' and distance > 100 then
if math.random(1, 4) == 1 then
ore.surface.create_entity({ name = 'uranium-ore', position = ore.position, amount = 200 + math.floor(distance) * math.random(1, 3) })
end
end
end
end
local function on_chunk_generated(event)
local surface = event.surface
if string.sub(surface.name, 0, 7) ~= 'expanse' then
if expanse.override_nauvis then
if surface.index == 1 then
for _, e in pairs(surface.find_entities_filtered({ area = event.area, name = { 'iron-ore', 'copper-ore', 'coal', 'stone', 'uranium-ore' } })) do
surface.create_entity({ name = e.name, position = e.position, amount = 500 + math.sqrt(e.position.x ^ 2 + e.position.y ^ 2) * 3 })
e.destroy()
end
generate_ore(surface, event.area.left_top)
for _, unit in pairs(surface.find_entities_filtered({ area = event.area, type = { 'unit', 'turret', 'unit-spawner', 'fish' }, force = { 'enemy', 'neutral' } })) do
unit.active = false
end
end
end
return
end
local left_top = event.area.left_top
local tiles = {}
local i = 1
if left_top.x == 0 and left_top.y == 0 then
for x = 0, 31, 1 do
for y = 0, 31, 1 do
if x >= expanse.square_size or y >= expanse.square_size then
tiles[i] = { name = 'out-of-map', position = { left_top.x + x, left_top.y + y } }
i = i + 1
end
end
end
else
for x = 0, 31, 1 do
for y = 0, 31, 1 do
tiles[i] = { name = 'out-of-map', position = { left_top.x + x, left_top.y + y } }
i = i + 1
end
end
end
surface.set_tiles(tiles, true)
end
local function on_area_cloned(event)
local source_surface = event.source_surface
local dest_surface = event.destination_surface
for _, cloned_entity in pairs(dest_surface.find_entities(event.destination_area)) do
cloned_entity.active = true
if cloned_entity.type == 'unit-spawner' then
Functions.spawn_units(cloned_entity)
end
end
for _, source_entity in pairs(source_surface.find_entities(event.source_area)) do
source_entity.destroy()
end
end
local function container_opened(event)
local entity = event.entity
if not entity then
return
end
if not entity.valid then
return
end
if not entity.unit_number then
return
end
if entity.force.index ~= 3 then
return
end
local expansion_position = Functions.set_container(expanse, entity)
if expansion_position then
local player = game.players[event.player_index]
local surface = game.get_surface(player.surface.name)
if not surface or not surface.valid then return end
local colored_player_name = { 'expanse.colored_text', player.color.r * 0.6 + 0.35, player.color.g * 0.6 + 0.35, player.color.b * 0.6 + 0.35, player.name }
game.print({ 'expanse.tile_unlock', colored_player_name, { 'expanse.gps', math.floor(expansion_position.x), math.floor(expansion_position.y), game.surfaces[expanse.active_surface_index].name } })
expanse.size = (expanse.size or 1) + 1
if math.random(1, 4) == 1 then
if surface and surface.count_tiles_filtered({ position = expansion_position, radius = 6, collision_mask = 'water_tile' }) > 40 then
return
end
local render = rendering.draw_sprite {
sprite = 'utility/danger_icon',
surface = surface,
target = expansion_position,
x_scale = 2,
y_scale = 2
}
table.insert(expanse.invasion_candidates, { surface_index = surface.index, position = expansion_position, render = render })
Functions.check_invasion(expanse)
end
end
end
local function on_gui_opened(event)
container_opened(event)
end
local function on_gui_closed(event)
container_opened(event)
end
local function assign_acid_tank(entity)
local tanks = entity.surface.find_entities_filtered { name = 'storage-tank', position = entity.position, radius = 8 }
for _, tank in pairs(tanks) do
if tank.get_fluid_count('sulfuric-acid') > 0 then
return tank
end
end
return nil
end
local function uranium_mining(entity)
if not game.forces.player.technologies['uranium-processing'].researched then return end
if not expanse.acid_tank or not expanse.acid_tank.valid then
expanse.acid_tank = assign_acid_tank(entity)
end
local tank = expanse.acid_tank
if tank and tank.valid then
local acid = tank.get_fluid_count('sulfuric-acid')
if acid > 5 then
tank.remove_fluid { name = 'sulfuric-acid', amount = 4 }
entity.surface.spill_item_stack({position = entity.position, stack ={ name = 'uranium-ore', count = 4 }, enable_looted = true, allow_belts = true})
FT.flying_text(nil, entity.surface, tank.position, '-4 [fluid=sulfuric-acid]', { r = 0.88, g = 0.02, b = 0.02 })
end
end
end
local function infini_rock(entity)
if entity.type ~= 'simple-entity' then
return
end
local techs = game.forces.player.technologies
local inf_ores = {
['iron-ore'] = 16,
['copper-ore'] = 8,
['coal'] = 8,
['stone'] = 3,
['scrap'] = (SA and techs['recycling'].researched) and 4 or nil,
['tungsten-ore'] = (SA and techs['foundry'].researched) and 2 or nil,
['calcite'] = (SA and techs['foundry'].researched) and 1 or nil
}
local a = math.floor(expanse.square_size * 0.5)
if entity.position.x == a + 4 and entity.position.y == a - 4 then
local newrock = entity.surface.create_entity({ name = 'big-rock', position = { a + 4, a - 4 } })
local roll = Raffle.raffle(inf_ores)
entity.surface.spill_item_stack({position = entity.position, stack = { name = roll, count = math.random(80, 160) }, enable_looted = true, allow_belts = true})
uranium_mining(entity)
if newrock then
expanse.rock = script.register_on_object_destroyed(newrock)
end
end
end
local function infini_tree()
local techs = game.forces.player.technologies
local trees = {
['tree-01'] = 1,
['tree-02'] = 1,
['tree-02-red'] = 1,
['tree-03'] = 1,
['tree-04'] = 1,
['tree-05'] = 1,
['tree-06'] = 1,
['tree-06-brown'] = 1,
['tree-07'] = 1,
['tree-08'] = 1,
['tree-08-brown'] = 1,
['tree-08-red'] = 1,
['tree-09'] = 1,
['tree-09-brown'] = 1,
['tree-09-red'] = 1,
['ashland-lichen-tree'] = (SA and techs['foundry'].researched) and 7 or nil,
['funneltrunk'] = (SA and techs['agriculture'].researched) and 5 or nil,
['teflilly'] = (SA and techs['agriculture'].researched) and 5 or nil,
['stingfrond'] = (SA and techs['agriculture'].researched) and 5 or nil,
['sunnycomb'] = (SA and techs['agriculture'].researched) and 5 or nil,
['boompuff'] = (SA and techs['agriculture'].researched) and 2 or nil,
}
local a = math.floor(expanse.square_size * 0.5)
local surface = game.surfaces[expanse.active_surface_index]
local position = {a - 4, a + 4}
local newtree = surface.create_entity({ name = Raffle.raffle(trees), position = position, }) --register_plant = true ?
if newtree then
expanse.tree = script.register_on_object_destroyed(newtree)
end
end
local function infini_resource(event)
local entity = event.entity
if not entity.valid then
return
end
if entity.name == 'big-rock' then
infini_rock(entity)
end
end
local function infini_resource2(event)
if event.registration_number == expanse.tree then
infini_tree()
elseif event.registration_number == expanse.rock then
local a = math.floor(expanse.square_size * 0.5)
infini_rock({type = 'simple-entity', position = {x = a + 4, y = a - 4 }, surface = game.surfaces[expanse.active_surface_index]})
end
end
local function on_entity_damaged(event)
local entity = event.entity
if not entity or not entity.valid then return end
if entity.type == 'reactor' then
if entity.temperature > 800 then
--we deny reactors to stay over 900 degrees, so there cannnot be nuclear meltdown that would damage the tiles uncontrollably
entity.temperature = 800
end
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
local surface = game.surfaces[expanse.active_surface_index]
if player.online_time == 0 then
player.teleport(surface.find_non_colliding_position('character', { expanse.square_size * 0.5, expanse.square_size * 0.5 }, 32, 0.5) or {0,0}, surface)
end
if player.surface.index ~= expanse.active_surface_index then
player.character = nil
player.set_controller({ type = defines.controllers.god })
player.create_character()
player.teleport(surface.find_non_colliding_position('character', player.force.get_spawn_position(surface), 32, 0.5) or { 0, 0 }, surface)
end
create_button(player)
end
local function on_pre_player_left_game(event)
local player = game.players[event.player_index]
if not player.character then
return
end
if not player.character.valid then
return
end
local inventory = player.get_main_inventory()
if not inventory then
return
end
local removed_count = inventory.remove({ name = 'coin', count = 999999 })
if removed_count > 0 then
for _ = 1, removed_count, 1 do
player.surface.spill_item_stack({position = player.position, stack = { name = 'coin', count = 1 }, enable_looted = false, allow_belts = false})
end
game.print({ 'expanse.tokens_dropped', player.name, { 'expanse.gps', math.floor(player.position.x), math.floor(player.position.y), player.surface.name } })
end
end
local function on_init()
local T = Map_info.get_map_information()
T.localised_category = 'expanse'
T.main_caption_color = { r = 170, g = 170, b = 0 }
T.sub_caption_color = { r = 120, g = 120, b = 0 }
if not expanse.source_surface then
expanse.source_surface = 'nauvis'
end
if not expanse.token_chance then
expanse.token_chance = chance_to_receive_token
end
if not expanse.price_distance_modifier then
expanse.price_distance_modifier = 0.006
end
if not expanse.max_ore_price_modifier then
expanse.max_ore_price_modifier = 0.33
end
if not expanse.square_size then
expanse.square_size = cell_size
end
expanse.override_nauvis = true -- adds custom mixed ores and raises frequency of resources
game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_expansion.max_expansion_cooldown = 1800
game.map_settings.enemy_expansion.min_expansion_cooldown = 1800
game.map_settings.enemy_expansion.settler_group_max_size = 8
game.map_settings.enemy_expansion.settler_group_min_size = 16
game.map_settings.enemy_evolution.destroy_factor = 0.003 --default game: 0.002
game.map_settings.enemy_evolution.pollution_factor = 6e-07 --default game: 9e-07
game.map_settings.enemy_evolution.time_factor = 2e-06 --default game: 4e-06
--Settings for cave miner
--[[
expanse.override_nauvis = false
expanse.token_chance = 0.75
expanse.price_distance_modifier = 0.0035
expanse.max_ore_price_modifier = 0.25
game.forces.player.technologies.landfill.researched = true
]]
reset()
end
local function map_reset(_event)
SpaceMissions.reset_space(expanse)
reset()
end
local function victory(_event)
game.print({'expanse.script-victory'})
game.play_sound { path = 'utility/game_won', volume_modifier = 0.9 }
table.insert(expanse.schedule, { tick = game.tick + 120 * 60, event = 'map_reset', parameters = {} })
end
local function on_tick()
SpaceMissions.launch_rockets(expanse)
if game.tick % 3600 == 0 then
SpaceMissions.produce_space_goods(expanse)
SpaceMissions.deliver_goods(expanse)
end
if not next(expanse.schedule) then return end
for index, stuff in pairs(expanse.schedule) do
if game.tick >= stuff.tick then
script.raise_event(expanse.events[stuff.event], stuff.parameters)
expanse.schedule[index] = nil
end
end
end
local function resource_stats(parent, name, quality, count)
local color = prototypes.quality[quality].color
local tooltip = {'expanse.colored_text', color.r, color.g, color.b, Functions.get_item_tooltip(name, quality, true)}
local button = parent.add({ type = 'sprite-button', name = name .. '|' .. quality .. '_sprite', sprite = 'item/' .. name, quality = quality, enabled = false, tooltip = tooltip })
local label = parent.add({ type = 'label', name = name .. '|' .. quality .. '_label', caption = format_number(tonumber(count), true), tooltip = count })
label.style.width = 40
label.style.font_color = color
return button, label
end
local function create_main_frame(player)
local frame, inside_frame = Gui.add_main_frame_with_toolbar(player, 'screen', main_frame_name, false, close_main_frame_button_name, { 'expanse.stats_gui' })
--local frame = player.gui.screen.add({ type = 'frame', name = main_frame_name, caption = { 'expanse.stats_gui' }, direction = 'vertical' })
if not frame or not inside_frame then return end
frame.location = { x = 10, y = 50 }
frame.style.maximal_height = 600
local invasion_numbers = Functions.invasion_numbers(expanse)
inside_frame.add({ type = 'label', name = 'size', caption = { 'expanse.stats_size', expanse.size or 1 } })
inside_frame.add({ type = 'label', name = 'biters', caption = { 'expanse.stats_attack', #expanse.invasion_candidates, invasion_numbers.candidates, invasion_numbers.groups } })
local scroll = inside_frame.add({ type = 'scroll-pane', name = 'scroll_pane', horizontal_scroll_policy = 'never', vertical_scroll_policy = 'auto-and-reserve-space' })
local frame_table = scroll.add({ type = 'table', name = 'resource_stats', column_count = 8 })
frame_table.style.horizontally_stretchable = true
frame_table.style.vertically_stretchable = true
for qname, count in table.spairs(expanse.cost_stats, function (t, a, b) return t[a] > t[b] end) do
local name, quality = Functions.split_key(qname)
resource_stats(frame_table, name, quality, count)
end
end
local function update_resource_gui(event)
for _, player in pairs(game.connected_players) do
if player.gui.screen[main_frame_name] then
local frame = player.gui.screen[main_frame_name]['inside_frame']
local invasion_numbers = Functions.invasion_numbers(expanse)
frame['size'].caption = { 'expanse.stats_size', expanse.size or 1 }
frame['biters'].caption = { 'expanse.stats_attack', #expanse.invasion_candidates, invasion_numbers.candidates, invasion_numbers.groups }
local frame_table = frame['scroll_pane']['resource_stats']
local count = expanse.cost_stats[Functions.make_key(event.item, event.quality)] or 0
if not frame_table[event.item .. '|' .. event.quality .. '_label'] then
resource_stats(frame_table, event.item, event.quality, count)
else
frame_table[event.item .. '|' .. event.quality .. '_label'].caption = format_number(tonumber(count), true)
frame_table[event.item .. '|' .. event.quality .. '_label'].tooltip = count
end
end
end
end
local function mission_stats(parent, name, quality, count, delivered)
local color = prototypes.quality[quality].color
local tooltip = {'expanse.colored_text', color.r, color.g, color.b, Functions.get_item_tooltip(name, quality, false)}
local button = parent.add({ type = 'sprite-button', name = name .. '|' .. quality .. '_sprite', sprite = 'item/' .. name, quality = quality, enabled = false, tooltip = tooltip })
local label = parent.add({ type = 'label', name = name .. '|' .. quality .. '_label', caption = {'expanse.missions_progress', format_number(tonumber(delivered), true), format_number(tonumber(count), true)} })
label.style.minimal_width = 40
label.style.font_color = delivered == count and {r = 0, g = 0.88, b = 0} or {r = 0.88, g = 0, b = 0}
return button, label
end
local function mission_rewards(parent, type, reward)
local type_sprites = {
['research'] = 'virtual-signal/signal-science-pack',
['production'] = 'virtual-signal/signal-clockwise-circle-arrow',
['once'] = 'virtual-signal/signal-1',
['script'] = 'virtual-signal/signal-check'
}
local things = {''}
if type == 'research' then
for tech, progress in pairs(reward) do
things = {'', things, {'expanse.missions_reward_tech', tech, {'technology-name.' .. tech}, progress * 100}}
end
elseif type == 'script' then
for thing, value in pairs(reward) do
things = {'', things, {'expanse.script-' .. thing, value}}
things = {'', things, '\n'}
if thing == 'new-ship' then
things = {'', things, {'expanse.ship-desc-' .. value}}
things = {'', things, '\n'}
end
end
elseif type == 'production' or type == 'once' then
for qname, count in pairs(reward) do
local name, quality = Functions.split_key(qname)
things = {'', things, count}
things = {'', things, ' [item=' .. name .. ',quality=' .. quality .. ']\n'}
end
end
local tooltip = {'expanse.missions_reward_tooltip', {'expanse.missions_reward_' .. type}, things}
local type_button = parent.add({ type = 'sprite-button', sprite = type_sprites[type], name = 'reward|' .. type, tooltip = tooltip, enabled = false})
return type_button
end
local function create_missions_frame(player, location, selected_tab_index)
local frame, inside_frame = Gui.add_main_frame_with_toolbar(player, 'screen', missions_frame_name, false, close_missions_button_name, { 'expanse.missions_gui' })
--local frame = player.gui.screen.add({ type = 'frame', name = missions_frame_name, caption = { 'expanse.missions_gui' }, direction = 'vertical' })
if not frame or not inside_frame then return end
local pane = inside_frame.add({ type = 'tabbed-pane', name = 'missions_tab_pane' })
frame.location = location or { x = 210, y = 50 }
frame.style.maximal_height = 600
local prod_tab = pane.add({ type = 'tab', caption = 'Production', name = 'mission_tab_prod', style = 'slightly_smaller_tab' })
local prod_frame = pane.add({ type = 'frame', name = 'prod_frame', direction = 'vertical', style = 'mod_gui_inside_deep_frame' })
prod_frame.style.padding = 8
prod_frame.style.horizontally_stretchable = true
prod_frame.style.vertically_stretchable = true
pane.add_tab(prod_tab, prod_frame)
prod_frame.add({ type = 'label', caption = {'expanse.production_label'}, name = 'prod_label'})
local prod_table = prod_frame.add({ type = 'table', name = 'prod_table', column_count = 10 })
for qname, count in pairs(expanse.space_production) do
local name, quality = Functions.split_key(qname)
resource_stats(prod_table, name, quality, count)
end
for i = 4, SA and 10 or 5, 1 do
local req = MissionData.mission_unlocks[i]
local level = expanse.missions[i].level
local tab = pane.add({ type = 'tab', caption = 'M' .. i, name = 'mission_tab_' .. i, style = 'slightly_smaller_tab' })
local mission_frame = pane.add({ type = 'frame', name = 'mission_frame' .. i, direction = 'vertical', style = 'mod_gui_inside_deep_frame' })
mission_frame.style.padding = 8
mission_frame.style.horizontally_stretchable = true
mission_frame.style.vertically_stretchable = true
pane.add_tab(tab, mission_frame)
local mission_table = mission_frame.add({ type = 'table', name = 'mission_table' .. i, column_count = 2})
mission_table.add({ type = 'sprite-button', name = 'tier' .. i, sprite = 'virtual-signal/signal-' .. (i < 10 and i or 0), tooltip = {'expanse.missions_tier', i, level}, enabled = false })
mission_table.add({ type = 'label', name = 'mission_label' .. i, caption = {'expanse.missions_tier', i, level} })
mission_table.add({ type = 'sprite-button', name = 'mission_unlock' .. i, sprite = 'virtual-signal/signal-info', enabled = false})
local lore_table = mission_table.add({ type = 'table', name = 'lore_table' .. i, column_count = 2})
lore_table.add({ type = 'sprite-button', name = 'lore-unlock' .. i, sprite = 'virtual-signal/signal-unlock', enabled = false})
lore_table.add({ type = 'label', name = 'lore-' .. i .. '-u', caption = {'expanse.missions_reqs', req, {'technology-name.' .. req}} })
-- for s = 0, level, 1 do
-- local sprite = (s == level) and 'virtual-signal/signal-hourglass' or 'virtual-signal/signal-check'
-- lore_table.add({ type = 'sprite-button', name = 'lore-' .. i .. '-' .. s, sprite = sprite, enabled = false})
-- lore_table.add({ type = 'label', name = 'lore-label-' .. i .. '-' .. s, caption = {'expanse-lore.m' .. i .. '-' .. s}})
-- end
mission_table.add({ type = 'sprite-button', name = 'dummy' .. i, sprite = 'item/rocket-part', enabled = false, tooltip = {'expanse.missions_mission'} })
local tier_table = mission_table.add({ type = 'table', name = 'mission_reqs' .. i, column_count = 10 })
mission_table.add({ type = 'sprite-button', name = 'reward' .. i, sprite = 'virtual-signal/signal-output', enabled = false, tooltip = {'expanse.missions_reward'}})
local reward_table = mission_table.add({ type = 'table', name = 'reward_table' .. i, column_count = 10})
if level > 0 then
local costs = SA and MissionData.costs[i] or MissionData.nonspace_costs[i]
for qname, count in pairs(costs[expanse.missions[i].level]) do
local name, quality = Functions.split_key(qname)
local delivered = expanse.missions[i].delivered[qname] or 0
mission_stats(tier_table, name, quality, count, delivered)
end
local rewards = SA and MissionData.rewards[i] or MissionData.nonspace_rewards[i]
for type, reward in pairs(rewards[level]) do
mission_rewards(reward_table, type, reward)
end
end
end
pane.selected_tab_index = selected_tab_index or 1
end
local function update_mission_gui(_event)
for _, player in pairs(game.connected_players) do
if player.gui.screen[missions_frame_name] then
local frame = player.gui.screen[missions_frame_name]
local location = frame.location
local selected_tab_index = frame['inside_frame']['missions_tab_pane'].selected_tab_index
frame.destroy()
create_missions_frame(player, location, selected_tab_index)
end
end
end
local function on_gui_click(event)
local element = event.element
if not element.valid then
return
end
local name = element.name
local player = game.players[event.player_index]
if name == main_button_name or name == close_main_frame_button_name then
if player.gui.screen[main_frame_name] then
player.gui.screen[main_frame_name].destroy()
else
create_main_frame(player)
end
return
end
if name == missions_button_name or name == close_missions_button_name then
if player.gui.screen[missions_frame_name] then
player.gui.screen[missions_frame_name].destroy()
else
create_missions_frame(player)
end
return
end
end
local function on_research_finished(event)
local research = event.research
local force = research.force
local banned_items = {
['cargo-landing-pad'] = (not expanse.landing_pad or not expanse.landing_pad.valid) and true or false,
['rocket-silo'] = true,
['atomic-bomb'] = true
}
for recipe, state in pairs(banned_items) do
if state == true then
force.recipes[recipe].enabled = false
end
end
for tier, name in pairs(MissionData.mission_unlocks) do
if research.name == name then
SpaceMissions.unlock_mission_tier(expanse, tier)
end
end
end
local function on_rocket_launch_ordered(event)
local silo = event.rocket_silo
local pod = event.rocket.attached_cargo_pod
local data = expanse.rocket_silos[silo.unit_number]
expanse.cargo_pods[pod.unit_number] = {pod = pod, tier = data.tier, source = silo}
end
local function on_cargo_pod_finished_ascending(event)
local pod = event.cargo_pod
if not pod or not pod.valid then return end
local surface = pod.surface
if surface.index == expanse.active_surface_index then
SpaceMissions.rocket_delivery(expanse, pod)
end
end
local function cmd_handler(admin_required)
local player = game.player
local p
if not (player and player.valid) then
p = log
else
p = player.print
end
if player and admin_required and not player.admin then
p('You are not an admin!')
return false, nil, p
end
return true, player or {name = 'Server'}, p
end
commands.add_command(
'expanse-reset',
'Fully resets the expanse map.',
function()
local s, player = cmd_handler(true)
if s then
map_reset()
game.print((player and player.name or 'Server') .. ' has reset the map.')
end
end
)
commands.add_command(
'chest-value',
'Shows value of the chest nearby',
function()
local s, player = cmd_handler(false)
if s and player and player.valid then
Functions.chest_value(expanse, player)
end
end
)
commands.add_command(
'expanse-update',
'Restarts the server with newest version of Expanse scenario code during next map reset',
function()
local s, _, p = cmd_handler()
if s then
expanse.restart_from_scenario = not expanse.restart_from_scenario
p('Expanse marking for full restart with updates on next reset was switched to ' .. tostring(expanse.restart_from_scenario))
end
end
)
Event.on_init(on_init)
Event.on_nth_tick(60, on_tick)
Event.add(defines.events.on_chunk_generated, on_chunk_generated)
Event.add(defines.events.on_area_cloned, on_area_cloned)
Event.add(defines.events.on_resource_depleted, on_resource_depleted)
Event.add(defines.events.on_entity_died, infini_resource)
Event.add(defines.events.on_gui_closed, on_gui_closed)
Event.add(defines.events.on_gui_opened, on_gui_opened)
Event.add(defines.events.on_gui_click, on_gui_click)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_pre_player_left_game, on_pre_player_left_game)
Event.add(defines.events.on_pre_player_mined_item, infini_resource)
Event.add(defines.events.on_robot_pre_mined, infini_resource)
Event.add(defines.events.on_research_finished, on_research_finished)
Event.add(defines.events.on_rocket_launch_ordered, on_rocket_launch_ordered)
Event.add(defines.events.on_cargo_pod_finished_ascending, on_cargo_pod_finished_ascending)
Event.add(defines.events.on_object_destroyed, infini_resource2)
Event.add(defines.events.on_entity_damaged, on_entity_damaged)
Event.add(expanse.events.gui_update, update_resource_gui)
Event.add(expanse.events.mission_gui_update, update_mission_gui)
Event.add(expanse.events.invasion_warn, Functions.invasion_warn)
Event.add(expanse.events.invasion_detonate, Functions.invasion_detonate)
Event.add(expanse.events.invasion_trigger, Functions.invasion_trigger)
Event.add(expanse.events.victory, victory)
Event.add(expanse.events.map_reset, map_reset)