mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2024-12-30 23:17:53 +02:00
329 lines
16 KiB
Lua
329 lines
16 KiB
Lua
require 'maps.fish_defender.flame_boots'
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require 'maps.fish_defender.trapped_capsules'
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require 'maps.fish_defender.ultra_mines'
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require 'maps.fish_defender.crumbly_walls'
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require 'maps.fish_defender.vehicle_nanobots'
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require 'maps.fish_defender.laser_pointer'
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local Event = require 'utils.event'
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local FDT = require 'maps.fish_defender.table'
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local Server = require 'utils.server'
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local slot_upgrade_offers = {
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[1] = {'gun-turret', 'gun turret'},
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[2] = {'laser-turret', 'laser turret'},
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[3] = {'artillery-turret', 'artillery turret'},
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[4] = {'flamethrower-turret', 'flamethrower turret'},
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[5] = {'land-mine', 'land mine'}
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}
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local special_descriptions = {
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['flame-boots'] = 'Flame Boots - Get yourself some hot boots.',
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['explosive-bullets'] = 'Unlock Explosive Bullets - Submachine-Gun and Pistol gains a chance to deal splash damage.',
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['bouncy-shells'] = 'Unlock Bouncy Shells - Shotgun projectiles may bounce to multiple targets.',
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['trapped-capsules'] = 'Unlock Trapped Capsules - Combat robots will send a last deadly projectile to a nearby enemy when killed.',
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['ultra-mines'] = 'Unlock Ultra Mines - Careful with these...',
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['railgun-enhancer'] = 'Unlock Railgun Enhancer - Turns the railgun into a powerful forking gun.',
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['crumbly-walls'] = 'Unlock Crumbly Walls - Fortifications which crumble, may turn into rocks.',
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['vehicle-nanobots'] = 'Unlock Vehicle Nanobots - Vehicles repair rapidly while driving.',
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['laser-pointer'] = 'Unlock Laser Pointer - The biters are on a quest to slay the red (artillery) dot.'
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}
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local function place_fish_market(surface, position)
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local market = surface.create_entity({name = 'market', position = position, force = 'player'})
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market.minable = false
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return market
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end
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local function refresh_market_offers()
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local this = FDT.get()
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if not this.market then
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return
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end
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for i = 1, 100, 1 do
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local a = this.market.remove_market_item(1)
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if a == false then
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break
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end
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end
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local str1 = 'Gun Turret Slot for ' .. tostring(this.entity_limits['gun-turret'].limit * this.entity_limits['gun-turret'].slot_price)
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str1 = str1 .. ' Coins.'
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local str2 = 'Laser Turret Slot for ' .. tostring(this.entity_limits['laser-turret'].limit * this.entity_limits['laser-turret'].slot_price)
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str2 = str2 .. ' Coins.'
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local str3 = 'Artillery Slot for ' .. tostring(this.entity_limits['artillery-turret'].limit * this.entity_limits['artillery-turret'].slot_price)
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str3 = str3 .. ' Coins.'
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local current_limit = 1
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if this.entity_limits['flamethrower-turret'].limit ~= 0 then
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current_limit = current_limit + this.entity_limits['flamethrower-turret'].limit
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end
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local str4 = 'Flamethrower Turret Slot for ' .. tostring(current_limit * this.entity_limits['flamethrower-turret'].slot_price)
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str4 = str4 .. ' Coins.'
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local str5 = 'Landmine Slot for ' .. tostring(math.ceil((this.entity_limits['land-mine'].limit / 3) * this.entity_limits['land-mine'].slot_price))
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str5 = str5 .. ' Coins.'
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local market_items = {
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{price = {}, offer = {type = 'nothing', effect_description = str1}},
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{price = {}, offer = {type = 'nothing', effect_description = str2}},
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{price = {}, offer = {type = 'nothing', effect_description = str3}},
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{price = {}, offer = {type = 'nothing', effect_description = str4}},
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{price = {}, offer = {type = 'nothing', effect_description = str5}},
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{price = {{'coin', 5}}, offer = {type = 'give-item', item = 'raw-fish', count = 1}},
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{price = {{'coin', 1}}, offer = {type = 'give-item', item = 'wood', count = 8}},
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{price = {{'coin', 8}}, offer = {type = 'give-item', item = 'grenade', count = 1}},
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{price = {{'coin', 32}}, offer = {type = 'give-item', item = 'cluster-grenade', count = 1}},
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{price = {{'coin', 1}}, offer = {type = 'give-item', item = 'land-mine', count = 1}},
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{price = {{'small-plane', 40}}, offer = {type = 'give-item', item = 'spidertron', count = 1}},
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{price = {{'coin', 5000}}, offer = {type = 'give-item', item = 'small-plane', count = 1}},
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{price = {{'coin', 80}}, offer = {type = 'give-item', item = 'car', count = 1}},
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{price = {{'coin', 1200}}, offer = {type = 'give-item', item = 'tank', count = 1}},
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{price = {{'coin', 3}}, offer = {type = 'give-item', item = 'cannon-shell', count = 1}},
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{price = {{'coin', 7}}, offer = {type = 'give-item', item = 'explosive-cannon-shell', count = 1}},
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{price = {{'coin', 50}}, offer = {type = 'give-item', item = 'gun-turret', count = 1}},
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{price = {{'coin', 300}}, offer = {type = 'give-item', item = 'laser-turret', count = 1}},
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{price = {{'coin', 450}}, offer = {type = 'give-item', item = 'artillery-turret', count = 1}},
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{price = {{'coin', 10}}, offer = {type = 'give-item', item = 'artillery-shell', count = 1}},
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{price = {{'coin', 25}}, offer = {type = 'give-item', item = 'artillery-targeting-remote', count = 1}},
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{price = {{'coin', 1}}, offer = {type = 'give-item', item = 'firearm-magazine', count = 1}},
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{price = {{'coin', 4}}, offer = {type = 'give-item', item = 'piercing-rounds-magazine', count = 1}},
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{price = {{'coin', 2}}, offer = {type = 'give-item', item = 'shotgun-shell', count = 1}},
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{price = {{'coin', 6}}, offer = {type = 'give-item', item = 'piercing-shotgun-shell', count = 1}},
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{price = {{'coin', 30}}, offer = {type = 'give-item', item = 'submachine-gun', count = 1}},
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{price = {{'coin', 250}}, offer = {type = 'give-item', item = 'combat-shotgun', count = 1}},
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{price = {{'coin', 450}}, offer = {type = 'give-item', item = 'flamethrower', count = 1}},
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{price = {{'coin', 25}}, offer = {type = 'give-item', item = 'flamethrower-ammo', count = 1}},
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{price = {{'coin', 125}}, offer = {type = 'give-item', item = 'rocket-launcher', count = 1}},
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{price = {{'coin', 2}}, offer = {type = 'give-item', item = 'rocket', count = 1}},
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{price = {{'coin', 7}}, offer = {type = 'give-item', item = 'explosive-rocket', count = 1}},
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{price = {{'coin', 7500}}, offer = {type = 'give-item', item = 'atomic-bomb', count = 1}},
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{price = {{'coin', 40}}, offer = {type = 'give-item', item = 'poison-capsule', count = 1}},
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{price = {{'coin', 4}}, offer = {type = 'give-item', item = 'defender-capsule', count = 1}},
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{price = {{'coin', 10}}, offer = {type = 'give-item', item = 'light-armor', count = 1}},
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{price = {{'coin', 125}}, offer = {type = 'give-item', item = 'heavy-armor', count = 1}},
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{price = {{'coin', 350}}, offer = {type = 'give-item', item = 'modular-armor', count = 1}},
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{price = {{'coin', 1500}}, offer = {type = 'give-item', item = 'power-armor', count = 1}},
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{price = {{'coin', 12000}}, offer = {type = 'give-item', item = 'power-armor-mk2', count = 1}},
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{price = {{'coin', 50}}, offer = {type = 'give-item', item = 'solar-panel-equipment', count = 1}},
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{price = {{'coin', 2250}}, offer = {type = 'give-item', item = 'fusion-reactor-equipment', count = 1}},
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{price = {{'coin', 100}}, offer = {type = 'give-item', item = 'battery-equipment', count = 1}},
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{price = {{'coin', 200}}, offer = {type = 'give-item', item = 'energy-shield-equipment', count = 1}},
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{price = {{'coin', 850}}, offer = {type = 'give-item', item = 'personal-laser-defense-equipment', count = 1}},
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{price = {{'coin', 175}}, offer = {type = 'give-item', item = 'exoskeleton-equipment', count = 1}},
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{price = {{'coin', 125}}, offer = {type = 'give-item', item = 'night-vision-equipment', count = 1}},
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{price = {{'coin', 200}}, offer = {type = 'give-item', item = 'belt-immunity-equipment', count = 1}},
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{price = {{'coin', 250}}, offer = {type = 'give-item', item = 'personal-roboport-equipment', count = 1}},
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{price = {{'coin', 35}}, offer = {type = 'give-item', item = 'construction-robot', count = 1}},
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{price = {{'coin', 25}}, offer = {type = 'give-item', item = 'cliff-explosives', count = 1}},
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{price = {{'coin', 80}}, offer = {type = 'nothing', effect_description = special_descriptions['flame-boots']}}
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}
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for _, item in pairs(market_items) do
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this.market.add_market_item(item)
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end
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if not this.railgun_enhancer_unlocked then
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this.market.add_market_item(
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{
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price = {{'coin', 1500}},
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offer = {type = 'nothing', effect_description = special_descriptions['railgun-enhancer']}
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}
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)
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end
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if not this.trapped_capsules_unlocked then
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this.market.add_market_item(
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{
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price = {{'coin', 3500}},
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offer = {type = 'nothing', effect_description = special_descriptions['trapped-capsules']}
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}
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)
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end
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if not this.explosive_bullets_unlocked then
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this.market.add_market_item(
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{
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price = {{'coin', 4500}},
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offer = {type = 'nothing', effect_description = special_descriptions['explosive-bullets']}
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}
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)
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end
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if not this.bouncy_shells_unlocked then
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this.market.add_market_item(
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{
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price = {{'coin', 10000}},
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offer = {type = 'nothing', effect_description = special_descriptions['bouncy-shells']}
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}
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)
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end
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if not this.vehicle_nanobots_unlocked then
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this.market.add_market_item(
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{
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price = {{'coin', 15000}},
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offer = {type = 'nothing', effect_description = special_descriptions['vehicle-nanobots']}
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}
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)
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end
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--[[
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if not this.crumbly_walls_unlocked then
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this.market.add_market_item({price = {{"coin", 35000}}, offer = {type = 'nothing', effect_description = special_descriptions["crumbly-walls"]}})
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end
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if not this.ultra_mines_unlocked then
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this.market.add_market_item({price = {{"coin", 45000}}, offer = {type = 'nothing', effect_description = special_descriptions["ultra-mines"]}})
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end
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]]
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if not this.laser_pointer_unlocked then
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this.market.add_market_item(
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{
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price = {{'coin', 65000}},
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offer = {type = 'nothing', effect_description = special_descriptions['laser-pointer']}
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}
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)
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end
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end
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local function slot_upgrade(player, offer_index)
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local this = FDT.get()
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local price = this.entity_limits[slot_upgrade_offers[offer_index][1]].limit * this.entity_limits[slot_upgrade_offers[offer_index][1]].slot_price
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local gain = 1
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if offer_index == 5 then
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price = math.ceil((this.entity_limits[slot_upgrade_offers[offer_index][1]].limit / 3) * this.entity_limits[slot_upgrade_offers[offer_index][1]].slot_price)
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gain = 3
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end
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if slot_upgrade_offers[offer_index][1] == 'flamethrower-turret' then
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price = (this.entity_limits[slot_upgrade_offers[offer_index][1]].limit + 1) * this.entity_limits[slot_upgrade_offers[offer_index][1]].slot_price
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end
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local coins_removed = player.remove_item({name = 'coin', count = price})
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if coins_removed ~= price then
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if coins_removed > 0 then
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player.insert({name = 'coin', count = coins_removed})
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end
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player.print('Not enough coins.', {r = 0.22, g = 0.77, b = 0.44})
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return false
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end
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this.entity_limits[slot_upgrade_offers[offer_index][1]].limit = this.entity_limits[slot_upgrade_offers[offer_index][1]].limit + gain
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game.print(player.name .. ' has bought a ' .. slot_upgrade_offers[offer_index][2] .. ' slot for ' .. price .. ' coins!', {r = 0.22, g = 0.77, b = 0.44})
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if math.random(1, 2) == 1 then
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Server.to_discord_bold(
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table.concat {
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'*** ' .. player.name .. ' has bought a ' .. slot_upgrade_offers[offer_index][2] .. ' slot for ' .. price .. ' coins! ***'
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}
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)
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end
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refresh_market_offers()
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end
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local function on_market_item_purchased(event)
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local player = game.players[event.player_index]
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local market = event.market
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local offer_index = event.offer_index
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local offers = market.get_market_items()
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local bought_offer = offers[offer_index].offer
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if bought_offer.type ~= 'nothing' then
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return
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end
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local this = FDT.get()
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if slot_upgrade_offers[offer_index] then
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if slot_upgrade(player, offer_index) then
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return
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end
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end
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if offer_index < 50 then
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return
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end
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if bought_offer.effect_description == special_descriptions['flame-boots'] then
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game.print(player.name .. ' has bought themselves some flame boots.', {r = 0.22, g = 0.77, b = 0.44})
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if not this.flame_boots[player.index].fuel then
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this.flame_boots[player.index].fuel = math.random(1500, 3000)
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else
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this.flame_boots[player.index].fuel = this.flame_boots[player.index].fuel + math.random(1500, 3000)
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end
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player.print('Fuel remaining: ' .. this.flame_boots[player.index].fuel, {r = 0.22, g = 0.77, b = 0.44})
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refresh_market_offers()
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return
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end
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if bought_offer.effect_description == special_descriptions['explosive-bullets'] then
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game.print(player.name .. ' has unlocked explosive bullets.', {r = 0.22, g = 0.77, b = 0.44})
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this.explosive_bullets_unlocked = true
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refresh_market_offers()
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return
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end
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if bought_offer.effect_description == special_descriptions['bouncy-shells'] then
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game.print(player.name .. ' has unlocked bouncy shells.', {r = 0.22, g = 0.77, b = 0.44})
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this.bouncy_shells_unlocked = true
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refresh_market_offers()
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return
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end
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if bought_offer.effect_description == special_descriptions['trapped-capsules'] then
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game.print(player.name .. ' has unlocked trapped capsules!', {r = 0.22, g = 0.77, b = 0.44})
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this.trapped_capsules_unlocked = true
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refresh_market_offers()
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return
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end
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if bought_offer.effect_description == special_descriptions['ultra-mines'] then
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game.print(player.name .. ' has unlocked ultra mines!', {r = 0.22, g = 0.77, b = 0.44})
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this.ultra_mines_unlocked = true
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refresh_market_offers()
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return
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end
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if bought_offer.effect_description == special_descriptions['laser-pointer'] then
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game.print(player.name .. ' has unleashed the quest to slay the red dot!', {r = 0.22, g = 0.77, b = 0.44})
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this.laser_pointer_unlocked = true
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refresh_market_offers()
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return
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end
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if bought_offer.effect_description == special_descriptions['railgun-enhancer'] then
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game.print(player.name .. ' has unlocked the enhanced railgun!', {r = 0.22, g = 0.77, b = 0.44})
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this.railgun_enhancer_unlocked = true
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refresh_market_offers()
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return
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end
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if bought_offer.effect_description == special_descriptions['crumbly-walls'] then
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game.print(player.name .. ' has unlocked crumbly walls!', {r = 0.22, g = 0.77, b = 0.44})
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this.crumbly_walls_unlocked = true
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refresh_market_offers()
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return
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end
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if bought_offer.effect_description == special_descriptions['vehicle-nanobots'] then
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game.print(player.name .. ' has unlocked vehicle nanobots!', {r = 0.22, g = 0.77, b = 0.44})
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this.vehicle_nanobots_unlocked = true
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refresh_market_offers()
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return
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end
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end
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local function on_gui_opened(event)
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if not event.entity then
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return
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end
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if not event.entity.valid then
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return
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end
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if event.entity.name == 'market' then
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refresh_market_offers()
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return
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end
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end
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Event.add(defines.events.on_market_item_purchased, on_market_item_purchased)
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Event.add(defines.events.on_gui_opened, on_gui_opened)
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return place_fish_market
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