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ComfyFactorio/maps/fish_defender_v2/market.lua
2021-03-24 16:46:00 +01:00

282 lines
13 KiB
Lua

require 'maps.fish_defender_v2.flame_boots'
require 'maps.fish_defender_v2.trapped_capsules'
require 'maps.fish_defender_v2.ultra_mines'
require 'maps.fish_defender_v2.crumbly_walls'
require 'maps.fish_defender_v2.vehicle_nanobots'
require 'maps.fish_defender_v2.laser_pointer'
local Event = require 'utils.event'
local FDT = require 'maps.fish_defender_v2.table'
local slot_upgrade_offers = {
[1] = {'gun-turret', 'gun turret'},
[2] = {'laser-turret', 'laser turret'},
[3] = {'artillery-turret', 'artillery turret'},
[4] = {'flamethrower-turret', 'flamethrower turret'},
[5] = {'land-mine', 'land mine'}
}
local special_descriptions = {
['explosive-bullets'] = 'Unlock Explosive Bullets - Submachine-Gun and Pistol gains a chance to deal splash damage.',
['bouncy-shells'] = 'Unlock Bouncy Shells - Shotgun projectiles may bounce to multiple targets.',
['trapped-capsules'] = 'Unlock Trapped Capsules - Combat robots will send a last deadly projectile to a nearby enemy when killed.',
['ultra-mines'] = 'Unlock Ultra Mines - Careful with these...',
['crumbly-walls'] = 'Unlock Crumbly Walls - Fortifications which crumble, may turn into rocks.',
['vehicle-nanobots'] = 'Unlock Vehicle Nanobots - Vehicles repair rapidly while driving.',
['laser-pointer'] = 'Unlock Laser Pointer - The biters are on a quest to slay the red (artillery) dot.'
}
local function refresh_market_offers()
local market = FDT.get('market')
if not market or not market.valid then
return
end
for i = 1, 100, 1 do
local a = market.remove_market_item(1)
if a == false then
break
end
end
local entity_limits = FDT.get('entity_limits')
local str1 = 'Gun Turret Slot for ' .. tostring(entity_limits['gun-turret'].limit * entity_limits['gun-turret'].slot_price)
str1 = str1 .. ' Coins.'
local str2 = 'Laser Turret Slot for ' .. tostring(entity_limits['laser-turret'].limit * entity_limits['laser-turret'].slot_price)
str2 = str2 .. ' Coins.'
local str3 = 'Artillery Slot for ' .. tostring(entity_limits['artillery-turret'].limit * entity_limits['artillery-turret'].slot_price)
str3 = str3 .. ' Coins.'
local current_limit = 1
if entity_limits['flamethrower-turret'].limit ~= 0 then
current_limit = current_limit + entity_limits['flamethrower-turret'].limit
end
local str4 = 'Flamethrower Turret Slot for ' .. tostring(current_limit * entity_limits['flamethrower-turret'].slot_price)
str4 = str4 .. ' Coins.'
local str5 = 'Landmine Slot for ' .. tostring(math.ceil((entity_limits['land-mine'].limit / 3) * entity_limits['land-mine'].slot_price))
str5 = str5 .. ' Coins.'
local market_items = {
{price = {}, offer = {type = 'nothing', effect_description = str1}},
{price = {}, offer = {type = 'nothing', effect_description = str2}},
{price = {}, offer = {type = 'nothing', effect_description = str3}},
{price = {}, offer = {type = 'nothing', effect_description = str4}},
{price = {}, offer = {type = 'nothing', effect_description = str5}},
{price = {{'coin', 5}}, offer = {type = 'give-item', item = 'raw-fish', count = 1}},
{price = {{'coin', 1}}, offer = {type = 'give-item', item = 'wood', count = 8}},
{price = {{'coin', 8}}, offer = {type = 'give-item', item = 'grenade', count = 1}},
{price = {{'coin', 32}}, offer = {type = 'give-item', item = 'cluster-grenade', count = 1}},
{price = {{'coin', 1}}, offer = {type = 'give-item', item = 'land-mine', count = 1}},
{price = {{'coin', 80}}, offer = {type = 'give-item', item = 'car', count = 1}},
{price = {{'coin', 1200}}, offer = {type = 'give-item', item = 'tank', count = 1}},
{price = {{'coin', 3}}, offer = {type = 'give-item', item = 'cannon-shell', count = 1}},
{price = {{'coin', 7}}, offer = {type = 'give-item', item = 'explosive-cannon-shell', count = 1}},
{price = {{'coin', 50}}, offer = {type = 'give-item', item = 'gun-turret', count = 1}},
{price = {{'coin', 300}}, offer = {type = 'give-item', item = 'laser-turret', count = 1}},
{price = {{'coin', 450}}, offer = {type = 'give-item', item = 'artillery-turret', count = 1}},
{price = {{'coin', 10}}, offer = {type = 'give-item', item = 'artillery-shell', count = 1}},
{price = {{'coin', 25}}, offer = {type = 'give-item', item = 'artillery-targeting-remote', count = 1}},
{price = {{'coin', 1}}, offer = {type = 'give-item', item = 'firearm-magazine', count = 1}},
{price = {{'coin', 4}}, offer = {type = 'give-item', item = 'piercing-rounds-magazine', count = 1}},
{price = {{'coin', 2}}, offer = {type = 'give-item', item = 'shotgun-shell', count = 1}},
{price = {{'coin', 6}}, offer = {type = 'give-item', item = 'piercing-shotgun-shell', count = 1}},
{price = {{'coin', 30}}, offer = {type = 'give-item', item = 'submachine-gun', count = 1}},
{price = {{'coin', 250}}, offer = {type = 'give-item', item = 'combat-shotgun', count = 1}},
{price = {{'coin', 450}}, offer = {type = 'give-item', item = 'flamethrower', count = 1}},
{price = {{'coin', 25}}, offer = {type = 'give-item', item = 'flamethrower-ammo', count = 1}},
{price = {{'coin', 125}}, offer = {type = 'give-item', item = 'rocket-launcher', count = 1}},
{price = {{'coin', 2}}, offer = {type = 'give-item', item = 'rocket', count = 1}},
{price = {{'coin', 7}}, offer = {type = 'give-item', item = 'explosive-rocket', count = 1}},
{price = {{'coin', 7500}}, offer = {type = 'give-item', item = 'atomic-bomb', count = 1}},
{price = {{'coin', 40}}, offer = {type = 'give-item', item = 'poison-capsule', count = 1}},
{price = {{'coin', 4}}, offer = {type = 'give-item', item = 'defender-capsule', count = 1}},
{price = {{'coin', 10}}, offer = {type = 'give-item', item = 'light-armor', count = 1}},
{price = {{'coin', 125}}, offer = {type = 'give-item', item = 'heavy-armor', count = 1}},
{price = {{'coin', 350}}, offer = {type = 'give-item', item = 'modular-armor', count = 1}},
{price = {{'coin', 1500}}, offer = {type = 'give-item', item = 'power-armor', count = 1}},
{price = {{'coin', 12000}}, offer = {type = 'give-item', item = 'power-armor-mk2', count = 1}},
{price = {{'coin', 50}}, offer = {type = 'give-item', item = 'solar-panel-equipment', count = 1}},
{price = {{'coin', 2250}}, offer = {type = 'give-item', item = 'fusion-reactor-equipment', count = 1}},
{price = {{'coin', 100}}, offer = {type = 'give-item', item = 'battery-equipment', count = 1}},
{price = {{'coin', 200}}, offer = {type = 'give-item', item = 'energy-shield-equipment', count = 1}},
{price = {{'coin', 850}}, offer = {type = 'give-item', item = 'personal-laser-defense-equipment', count = 1}},
{price = {{'coin', 175}}, offer = {type = 'give-item', item = 'exoskeleton-equipment', count = 1}},
{price = {{'coin', 125}}, offer = {type = 'give-item', item = 'night-vision-equipment', count = 1}},
{price = {{'coin', 200}}, offer = {type = 'give-item', item = 'belt-immunity-equipment', count = 1}},
{price = {{'coin', 250}}, offer = {type = 'give-item', item = 'personal-roboport-equipment', count = 1}},
{price = {{'coin', 35}}, offer = {type = 'give-item', item = 'construction-robot', count = 1}},
{price = {{'coin', 25}}, offer = {type = 'give-item', item = 'cliff-explosives', count = 1}}
}
for _, item in pairs(market_items) do
market.add_market_item(item)
end
if not FDT.get('trapped_capsules_unlocked') then
market.add_market_item(
{
price = {{'coin', 3500}},
offer = {type = 'nothing', effect_description = special_descriptions['trapped-capsules']}
}
)
end
if not FDT.get('explosive_bullets_unlocked') then
market.add_market_item(
{
price = {{'coin', 4500}},
offer = {type = 'nothing', effect_description = special_descriptions['explosive-bullets']}
}
)
end
if not FDT.get('bouncy_shells_unlocked') then
market.add_market_item(
{
price = {{'coin', 10000}},
offer = {type = 'nothing', effect_description = special_descriptions['bouncy-shells']}
}
)
end
if not FDT.get('vehicle_nanobots_unlocked') then
market.add_market_item(
{
price = {{'coin', 15000}},
offer = {type = 'nothing', effect_description = special_descriptions['vehicle-nanobots']}
}
)
end
--[[
if not crumbly_walls_unlocked then
market.add_market_item({price = {{"coin", 35000}}, offer = {type = 'nothing', effect_description = special_descriptions["crumbly-walls"]}})
end
if not ultra_mines_unlocked then
market.add_market_item({price = {{"coin", 45000}}, offer = {type = 'nothing', effect_description = special_descriptions["ultra-mines"]}})
end
]]
if not FDT.get('laser_pointer_unlocked') then
market.add_market_item(
{
price = {{'coin', 65000}},
offer = {type = 'nothing', effect_description = special_descriptions['laser-pointer']}
}
)
end
end
local function slot_upgrade(player, offer_index)
local entity_limits = FDT.get('entity_limits')
local price = entity_limits[slot_upgrade_offers[offer_index][1]].limit * entity_limits[slot_upgrade_offers[offer_index][1]].slot_price
local gain = 1
if offer_index == 5 then
price = math.ceil((entity_limits[slot_upgrade_offers[offer_index][1]].limit / 3) * entity_limits[slot_upgrade_offers[offer_index][1]].slot_price)
gain = 3
end
if slot_upgrade_offers[offer_index][1] == 'flamethrower-turret' then
price = (entity_limits[slot_upgrade_offers[offer_index][1]].limit + 1) * entity_limits[slot_upgrade_offers[offer_index][1]].slot_price
end
local coins_removed = player.remove_item({name = 'coin', count = price})
if coins_removed ~= price then
if coins_removed > 0 then
player.insert({name = 'coin', count = coins_removed})
end
player.print('Not enough coins.', {r = 0.22, g = 0.77, b = 0.44})
return false
end
entity_limits[slot_upgrade_offers[offer_index][1]].limit = entity_limits[slot_upgrade_offers[offer_index][1]].limit + gain
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})
refresh_market_offers()
end
local function on_market_item_purchased(event)
local player = game.players[event.player_index]
local market = event.market
local offer_index = event.offer_index
local offers = market.get_market_items()
local bought_offer = offers[offer_index].offer
if bought_offer.type ~= 'nothing' then
return
end
if slot_upgrade_offers[offer_index] then
if slot_upgrade(player, offer_index) then
return
end
end
if offer_index < 50 then
return
end
if bought_offer.effect_description == special_descriptions['explosive-bullets'] then
game.print(player.name .. ' has unlocked explosive bullets.', {r = 0.22, g = 0.77, b = 0.44})
FDT.set('explosive_bullets_unlocked', true)
refresh_market_offers()
return
end
if bought_offer.effect_description == special_descriptions['bouncy-shells'] then
game.print(player.name .. ' has unlocked bouncy shells.', {r = 0.22, g = 0.77, b = 0.44})
FDT.set('bouncy_shells_unlocked', true)
refresh_market_offers()
return
end
if bought_offer.effect_description == special_descriptions['trapped-capsules'] then
game.print(player.name .. ' has unlocked trapped capsules!', {r = 0.22, g = 0.77, b = 0.44})
FDT.set('trapped_capsules_unlocked', true)
refresh_market_offers()
return
end
if bought_offer.effect_description == special_descriptions['ultra-mines'] then
game.print(player.name .. ' has unlocked ultra mines!', {r = 0.22, g = 0.77, b = 0.44})
FDT.set('ultra_mines_unlocked', true)
refresh_market_offers()
return
end
if bought_offer.effect_description == special_descriptions['laser-pointer'] then
game.print(player.name .. ' has unleashed the quest to slay the red dot!', {r = 0.22, g = 0.77, b = 0.44})
FDT.set('laser_pointer_unlocked', true)
refresh_market_offers()
return
end
if bought_offer.effect_description == special_descriptions['crumbly-walls'] then
game.print(player.name .. ' has unlocked crumbly walls!', {r = 0.22, g = 0.77, b = 0.44})
FDT.set('crumbly_walls_unlocked', true)
refresh_market_offers()
return
end
if bought_offer.effect_description == special_descriptions['vehicle-nanobots'] then
game.print(player.name .. ' has unlocked vehicle nanobots!', {r = 0.22, g = 0.77, b = 0.44})
FDT.set('vehicle_nanobots_unlocked', true)
refresh_market_offers()
return
end
end
local function on_gui_opened(event)
if not event.entity then
return
end
if not event.entity.valid then
return
end
if event.entity.name == 'market' then
refresh_market_offers()
return
end
end
Event.add(defines.events.on_market_item_purchased, on_market_item_purchased)
Event.add(defines.events.on_gui_opened, on_gui_opened)