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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/modules/rpg/functions.lua
2021-02-25 23:59:33 +01:00

748 lines
23 KiB
Lua

local Task = require 'utils.task'
local RPG = require 'modules.rpg.table'
local Gui = require 'utils.gui'
local Color = require 'utils.color_presets'
local Token = require 'utils.token'
local Alert = require 'utils.alert'
local Public = {}
local level_up_floating_text_color = {0, 205, 0}
local visuals_delay = RPG.visuals_delay
local xp_floating_text_color = RPG.xp_floating_text_color
local experience_levels = RPG.experience_levels
local points_per_level = RPG.points_per_level
--RPG Frames
local main_frame_name = RPG.main_frame_name
local spell_gui_frame_name = RPG.spell_gui_frame_name
local travelings = {
'bzzZZrrt',
'WEEEeeeeeee',
'out of my way son',
'on my way',
'i need to leave',
'comfylatron seeking target',
'gotta go fast',
'gas gas gas',
'comfylatron coming through'
}
local desync =
Token.register(
function(data)
local entity = data.entity
if not entity or not entity.valid then
return
end
local surface = data.surface
local fake_shooter = surface.create_entity({name = 'character', position = entity.position, force = 'enemy'})
for i = 1, 3 do
surface.create_entity(
{
name = 'explosive-rocket',
position = entity.position,
force = 'enemy',
speed = 1,
max_range = 1,
target = entity,
source = fake_shooter
}
)
end
if fake_shooter and fake_shooter.valid then
fake_shooter.destroy()
end
end
)
local function create_healthbar(player, size)
return rendering.draw_sprite(
{
sprite = 'virtual-signal/signal-white',
tint = Color.green,
x_scale = size * 8,
y_scale = size - 0.2,
render_layer = 'light-effect',
target = player.character,
target_offset = {0, -2.5},
surface = player.surface
}
)
end
local function create_manabar(player, size)
return rendering.draw_sprite(
{
sprite = 'virtual-signal/signal-white',
tint = Color.blue,
x_scale = size * 8,
y_scale = size - 0.2,
render_layer = 'light-effect',
target = player.character,
target_offset = {0, -2.0},
surface = player.surface
}
)
end
local function set_bar(min, max, id, mana)
local m = min / max
if not rendering.is_valid(id) then
return
end
local x_scale = rendering.get_y_scale(id) * 8
rendering.set_x_scale(id, x_scale * m)
if not mana then
rendering.set_color(id, {math.floor(255 - 255 * m), math.floor(200 * m), 0})
end
end
local function level_up(player)
local rpg_t = RPG.get('rpg_t')
local RPG_GUI = is_loaded('modules.rpg.gui')
local names = RPG.auto_allocate_nodes_func
local distribute_points_gain = 0
for i = rpg_t[player.index].level + 1, #experience_levels, 1 do
if rpg_t[player.index].xp > experience_levels[i] then
rpg_t[player.index].level = i
distribute_points_gain = distribute_points_gain + points_per_level
else
break
end
end
if distribute_points_gain == 0 then
return
end
RPG_GUI.draw_level_text(player)
rpg_t[player.index].points_to_distribute = rpg_t[player.index].points_to_distribute + distribute_points_gain
if rpg_t[player.index].allocate_index ~= 1 then
local node = rpg_t[player.index].allocate_index
local index = names[node]:lower()
rpg_t[player.index][index] = rpg_t[player.index][index] + distribute_points_gain
rpg_t[player.index].points_to_distribute = rpg_t[player.index].points_to_distribute - distribute_points_gain
if not rpg_t[player.index].reset then
rpg_t[player.index].total = rpg_t[player.index].total + distribute_points_gain
end
RPG_GUI.update_player_stats(player)
else
RPG_GUI.update_char_button(player)
end
if player.gui.screen[main_frame_name] then
RPG_GUI.toggle(player, true)
end
Public.level_up_effects(player)
end
local function add_to_global_pool(amount, personal_tax)
local rpg_extra = RPG.get('rpg_extra')
if not rpg_extra.global_pool then
return
end
local fee
if personal_tax then
fee = amount * rpg_extra.personal_tax_rate
else
fee = amount * 0.3
end
rpg_extra.global_pool = rpg_extra.global_pool + fee
return amount - fee
end
function Public.suicidal_comfylatron(pos, surface)
local str = travelings[math.random(1, #travelings)]
local symbols = {'', '!', '!', '!!', '..'}
str = str .. symbols[math.random(1, #symbols)]
local text = str
local e =
surface.create_entity(
{
name = 'compilatron',
position = {x = pos.x, y = pos.y + 2},
force = 'neutral'
}
)
surface.create_entity(
{
name = 'compi-speech-bubble',
position = e.position,
source = e,
text = text
}
)
local nearest_player_unit = surface.find_nearest_enemy({position = e.position, max_distance = 512, force = 'player'})
if nearest_player_unit and nearest_player_unit.active and nearest_player_unit.force.name ~= 'player' then
e.set_command(
{
type = defines.command.attack,
target = nearest_player_unit,
distraction = defines.distraction.none
}
)
local data = {
entity = e,
surface = surface
}
Task.set_timeout_in_ticks(600, desync, data)
else
e.surface.create_entity({name = 'medium-explosion', position = e.position})
e.surface.create_entity(
{
name = 'flying-text',
position = e.position,
text = 'DeSyyNC - no target found!',
color = {r = 150, g = 0, b = 0}
}
)
e.die()
end
end
function Public.validate_player(player)
if not player then
return false
end
if not player.valid then
return false
end
if not player.character then
return false
end
if not player.connected then
return false
end
if not game.players[player.index] then
return false
end
return true
end
function Public.update_mana(player)
local rpg_extra = RPG.get('rpg_extra')
local rpg_t = RPG.get('rpg_t')
if not rpg_extra.enable_mana then
return
end
if not rpg_t[player.index] then
return
end
if player.gui.screen[main_frame_name] then
local f = player.gui.screen[main_frame_name]
local data = Gui.get_data(f)
if data.mana and data.mana.valid then
data.mana.caption = rpg_t[player.index].mana
end
end
if player.gui.screen[spell_gui_frame_name] then
local f = player.gui.screen[spell_gui_frame_name]
if f['spell_table'] then
if f['spell_table']['mana'] then
f['spell_table']['mana'].caption = math.floor(rpg_t[player.index].mana)
end
if f['spell_table']['maxmana'] then
f['spell_table']['maxmana'].caption = math.floor(rpg_t[player.index].mana_max)
end
end
end
if rpg_t[player.index].mana < 1 then
return
end
if rpg_extra.enable_health_and_mana_bars then
if rpg_t[player.index].show_bars then
if player.character and player.character.valid then
if not rpg_t[player.index].mana_bar then
rpg_t[player.index].mana_bar = create_manabar(player, 0.5)
elseif not rendering.is_valid(rpg_t[player.index].mana_bar) then
rpg_t[player.index].mana_bar = create_manabar(player, 0.5)
end
set_bar(rpg_t[player.index].mana, rpg_t[player.index].mana_max, rpg_t[player.index].mana_bar, true)
end
else
if rpg_t[player.index].mana_bar then
if rendering.is_valid(rpg_t[player.index].mana_bar) then
rendering.destroy(rpg_t[player.index].mana_bar)
end
end
end
end
end
function Public.reward_mana(player, mana_to_add)
local rpg_extra = RPG.get('rpg_extra')
local rpg_t = RPG.get('rpg_t')
if not rpg_extra.enable_mana then
return
end
if not mana_to_add then
return
end
if not rpg_t[player.index] then
return
end
if player.gui.screen[main_frame_name] then
local f = player.gui.screen[main_frame_name]
local data = Gui.get_data(f)
if data.mana and data.mana.valid then
data.mana.caption = rpg_t[player.index].mana
end
end
if player.gui.screen[spell_gui_frame_name] then
local f = player.gui.screen[spell_gui_frame_name]
if f['spell_table'] then
if f['spell_table']['mana'] then
f['spell_table']['mana'].caption = math.floor(rpg_t[player.index].mana)
end
if f['spell_table']['maxmana'] then
f['spell_table']['maxmana'].caption = math.floor(rpg_t[player.index].mana_max)
end
end
end
if rpg_t[player.index].mana_max < 1 then
return
end
if rpg_t[player.index].mana >= rpg_t[player.index].mana_max then
rpg_t[player.index].mana = rpg_t[player.index].mana_max
return
end
rpg_t[player.index].mana = rpg_t[player.index].mana + mana_to_add
end
function Public.update_health(player)
local rpg_extra = RPG.get('rpg_extra')
local rpg_t = RPG.get('rpg_t')
if not player or not player.valid then
return
end
if not player.character or not player.character.valid then
return
end
if not rpg_t[player.index] then
return
end
if player.gui.screen[main_frame_name] then
local f = player.gui.screen[main_frame_name]
local data = Gui.get_data(f)
if data.health and data.health.valid then
data.health.caption = (math.round(player.character.health * 10) / 10)
end
local shield_gui = player.character.get_inventory(defines.inventory.character_armor)
if not shield_gui.is_empty() then
if shield_gui[1].grid then
local shield = math.floor(shield_gui[1].grid.shield)
local shield_max = math.floor(shield_gui[1].grid.max_shield)
if data.shield and data.shield.valid then
data.shield.caption = shield
end
if data.shield_max and data.shield_max.valid then
data.shield_max.caption = shield_max
end
end
end
end
if rpg_extra.enable_health_and_mana_bars then
if rpg_t[player.index].show_bars then
local max_life = math.floor(player.character.prototype.max_health + player.character_health_bonus + player.force.character_health_bonus)
if not rpg_t[player.index].health_bar then
rpg_t[player.index].health_bar = create_healthbar(player, 0.5)
elseif not rendering.is_valid(rpg_t[player.index].health_bar) then
rpg_t[player.index].health_bar = create_healthbar(player, 0.5)
end
set_bar(player.character.health, max_life, rpg_t[player.index].health_bar)
else
if rpg_t[player.index].health_bar then
if rendering.is_valid(rpg_t[player.index].health_bar) then
rendering.destroy(rpg_t[player.index].health_bar)
end
end
end
end
end
function Public.level_limit_exceeded(player, value)
local rpg_extra = RPG.get('rpg_extra')
local rpg_t = RPG.get('rpg_t')
if not rpg_extra.level_limit_enabled then
return false
end
local limits = {
[1] = 30,
[2] = 50,
[3] = 70,
[4] = 90,
[5] = 110,
[6] = 130,
[7] = 150,
[8] = 170,
[9] = 190,
[10] = 210
}
local level = rpg_t[player.index].level
local zone = rpg_extra.breached_walls
if zone >= 11 then
zone = 10
end
if value then
return limits[zone]
end
if level >= limits[zone] then
return true
end
return false
end
function Public.level_up_effects(player)
local position = {x = player.position.x - 0.75, y = player.position.y - 1}
player.surface.create_entity({name = 'flying-text', position = position, text = '+LVL ', color = level_up_floating_text_color})
local b = 0.75
for _ = 1, 5, 1 do
local p = {
(position.x + 0.4) + (b * -1 + math.random(0, b * 20) * 0.1),
position.y + (b * -1 + math.random(0, b * 20) * 0.1)
}
player.surface.create_entity({name = 'flying-text', position = p, text = '', color = {255, math.random(0, 100), 0}})
end
player.play_sound {path = 'utility/achievement_unlocked', volume_modifier = 0.40}
end
function Public.xp_effects(player)
local position = {x = player.position.x - 0.75, y = player.position.y - 1}
player.surface.create_entity({name = 'flying-text', position = position, text = '+XP', color = level_up_floating_text_color})
local b = 0.75
for _ = 1, 5, 1 do
local p = {
(position.x + 0.4) + (b * -1 + math.random(0, b * 20) * 0.1),
position.y + (b * -1 + math.random(0, b * 20) * 0.1)
}
player.surface.create_entity({name = 'flying-text', position = p, text = '', color = {255, math.random(0, 100), 0}})
end
player.play_sound {path = 'utility/achievement_unlocked', volume_modifier = 0.40}
end
function Public.get_melee_modifier(player)
local rpg_t = RPG.get('rpg_t')
return (rpg_t[player.index].strength - 10) * 0.10
end
function Public.get_heal_modifier(player)
local rpg_t = RPG.get('rpg_t')
return (rpg_t[player.index].vitality - 10) * 0.06
end
function Public.get_mana_modifier(player)
local rpg_t = RPG.get('rpg_t')
if rpg_t[player.index].level <= 40 then
return (rpg_t[player.index].magicka - 10) * 0.02000
elseif rpg_t[player.index].level <= 80 then
return (rpg_t[player.index].magicka - 10) * 0.01800
else
return (rpg_t[player.index].magicka - 10) * 0.01400
end
end
function Public.get_life_on_hit(player)
local rpg_t = RPG.get('rpg_t')
return (rpg_t[player.index].vitality - 10) * 0.4
end
function Public.get_one_punch_chance(player)
local rpg_t = RPG.get('rpg_t')
if rpg_t[player.index].strength < 100 then
return 0
end
local chance = math.round(rpg_t[player.index].strength * 0.01, 1)
if chance > 100 then
chance = 100
end
return chance
end
function Public.get_extra_following_robots(player)
local rpg_t = RPG.get('rpg_t')
local strength = rpg_t[player.index].strength
local count = math.round(strength / 2 * 0.03, 3)
return count
end
function Public.get_magicka(player)
local rpg_t = RPG.get('rpg_t')
return (rpg_t[player.index].magicka - 10) * 0.10
end
--- Gives connected player some bonus xp if the map was preemptively shut down.
-- amount (integer) -- 10 levels
-- local Public = require 'modules.rpg.functions' Public.give_xp(512)
function Public.give_xp(amount)
for _, player in pairs(game.connected_players) do
if not Public.validate_player(player) then
return
end
Public.gain_xp(player, amount)
end
end
function Public.rpg_reset_player(player, one_time_reset)
if not player.character then
player.set_controller({type = defines.controllers.god})
player.create_character()
end
local RPG_GUI = is_loaded('modules.rpg.gui')
local rpg_t = RPG.get('rpg_t')
local rpg_extra = RPG.get('rpg_extra')
if one_time_reset then
local total = rpg_t[player.index].total
if not total then
total = 0
end
local old_level = rpg_t[player.index].level
local old_points_to_distribute = rpg_t[player.index].points_to_distribute
local old_xp = rpg_t[player.index].xp
rpg_t[player.index] = {
level = 1,
xp = 0,
strength = 10,
magicka = 10,
dexterity = 10,
vitality = 10,
mana = 0,
mana_max = 0,
last_spawned = 0,
dropdown_select_index = 1,
dropdown_select_index1 = 1,
dropdown_select_index2 = 1,
dropdown_select_index3 = 1,
allocate_index = 1,
flame_boots = false,
explosive_bullets = false,
enable_entity_spawn = false,
health_bar = rpg_t[player.index].health_bar,
mana_bar = rpg_t[player.index].mana_bar,
points_to_distribute = 0,
last_floaty_text = visuals_delay,
xp_since_last_floaty_text = 0,
reset = true,
capped = false,
bonus = rpg_extra.breached_walls or 1,
rotated_entity_delay = 0,
last_mined_entity_position = {x = 0, y = 0},
show_bars = false,
stone_path = false,
one_punch = false
}
rpg_t[player.index].points_to_distribute = old_points_to_distribute + total
rpg_t[player.index].xp = old_xp
rpg_t[player.index].level = old_level
else
rpg_t[player.index] = {
level = 1,
xp = 0,
strength = 10,
magicka = 10,
dexterity = 10,
vitality = 10,
mana = 0,
mana_max = 0,
last_spawned = 0,
dropdown_select_index = 1,
dropdown_select_index1 = 1,
dropdown_select_index2 = 1,
dropdown_select_index3 = 1,
allocate_index = 1,
flame_boots = false,
explosive_bullets = false,
enable_entity_spawn = false,
points_to_distribute = 0,
last_floaty_text = visuals_delay,
xp_since_last_floaty_text = 0,
reset = false,
capped = false,
total = 0,
bonus = 1,
rotated_entity_delay = 0,
last_mined_entity_position = {x = 0, y = 0},
show_bars = false,
stone_path = false,
one_punch = false
}
end
RPG_GUI.draw_gui_char_button(player)
RPG_GUI.draw_level_text(player)
RPG_GUI.update_char_button(player)
RPG_GUI.update_player_stats(player)
end
function Public.rpg_reset_all_players()
local rpg_t = RPG.get('rpg_t')
local rpg_extra = RPG.get('rpg_extra')
for k, _ in pairs(rpg_t) do
rpg_t[k] = nil
end
for _, p in pairs(game.connected_players) do
Public.rpg_reset_player(p)
end
rpg_extra.breached_walls = 1
rpg_extra.reward_new_players = 0
rpg_extra.global_pool = 0
end
function Public.gain_xp(player, amount, added_to_pool, text)
if not Public.validate_player(player) then
return
end
local rpg_extra = RPG.get('rpg_extra')
local rpg_t = RPG.get('rpg_t')
if Public.level_limit_exceeded(player) then
add_to_global_pool(amount, false)
if not rpg_t[player.index].capped then
rpg_t[player.index].capped = true
local message = ({'rpg_functions.max_level'})
Alert.alert_player_warning(player, 10, message)
end
return
end
local text_to_draw
if rpg_t[player.index].capped then
rpg_t[player.index].capped = false
end
if not added_to_pool then
RPG.debug_log('RPG - ' .. player.name .. ' got org xp: ' .. amount)
local fee = amount - add_to_global_pool(amount, true)
RPG.debug_log('RPG - ' .. player.name .. ' got fee: ' .. fee)
amount = math.round(amount, 3) - fee
if rpg_extra.difficulty then
amount = amount + rpg_extra.difficulty
end
RPG.debug_log('RPG - ' .. player.name .. ' got after fee: ' .. amount)
else
RPG.debug_log('RPG - ' .. player.name .. ' got org xp: ' .. amount)
end
rpg_t[player.index].xp = rpg_t[player.index].xp + amount
rpg_t[player.index].xp_since_last_floaty_text = rpg_t[player.index].xp_since_last_floaty_text + amount
if not experience_levels[rpg_t[player.index].level + 1] then
return
end
local f = player.gui.screen[main_frame_name]
if f and f.valid then
local d = Gui.get_data(f)
if d.exp_gui and d.exp_gui.valid then
d.exp_gui.caption = math.floor(rpg_t[player.index].xp)
end
end
if rpg_t[player.index].xp >= experience_levels[rpg_t[player.index].level + 1] then
level_up(player)
end
if rpg_t[player.index].last_floaty_text > game.tick then
if not text then
return
end
end
if text then
text_to_draw = '+' .. math.floor(amount) .. ' xp'
else
text_to_draw = '+' .. math.floor(rpg_t[player.index].xp_since_last_floaty_text) .. ' xp'
end
player.create_local_flying_text {
text = text_to_draw,
position = player.position,
color = xp_floating_text_color,
time_to_live = 340,
speed = 2
}
rpg_t[player.index].xp_since_last_floaty_text = 0
rpg_t[player.index].last_floaty_text = game.tick + visuals_delay
end
function Public.global_pool(players, count)
local rpg_extra = RPG.get('rpg_extra')
if not rpg_extra.global_pool then
return
end
local pool = math.floor(rpg_extra.global_pool)
local random_amount = math.random(5000, 10000)
if pool <= random_amount then
return
end
if pool >= 20000 then
pool = 20000
end
local share = pool / count
RPG.debug_log('RPG - Share per player:' .. share)
for i = 1, #players do
local p = players[i]
if p.afk_time < 5000 then
if not Public.level_limit_exceeded(p) then
Public.gain_xp(p, share, false, true)
Public.xp_effects(p)
else
share = share / 10
rpg_extra.leftover_pool = rpg_extra.leftover_pool + share
RPG.debug_log('RPG - player capped: ' .. p.name .. '. Amount to pool:' .. share)
end
else
local message = ({'rpg_functions.pool_reward', p.name})
Alert.alert_player_warning(p, 10, message)
share = share / 10
rpg_extra.leftover_pool = rpg_extra.leftover_pool + share
RPG.debug_log('RPG - player AFK: ' .. p.name .. '. Amount to pool:' .. share)
end
end
rpg_extra.global_pool = rpg_extra.leftover_pool or 0
return
end
--- Distributes the global xp pool to every connected player.
function Public.distribute_pool()
local count = #game.connected_players
local players = game.connected_players
Public.global_pool(players, count)
print('Distributed the global XP pool')
end
Public.add_to_global_pool = add_to_global_pool
return Public