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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
2022-08-14 21:57:50 +02:00

1321 lines
41 KiB
Lua

local Public = require 'modules.rpg.table'
local Task = require 'utils.task'
local Gui = require 'utils.gui'
local Color = require 'utils.color_presets'
local BiterHealthBooster = require 'modules.biter_health_booster_v2'
local P = require 'utils.player_modifiers'
local Token = require 'utils.token'
local Alert = require 'utils.alert'
local Math2D = require 'math2d'
local level_up_floating_text_color = {0, 205, 0}
local visuals_delay = Public.visuals_delay
local xp_floating_text_color = Public.xp_floating_text_color
local experience_levels = Public.experience_levels
local points_per_level = Public.points_per_level
local settings_level = Public.gui_settings_levels
local round = math.round
local floor = math.floor
local random = math.random
local abs = math.abs
local sub = string.sub
--RPG Frames
local main_frame_name = Public.main_frame_name
local spell_gui_frame_name = Public.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 _ = 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 = Public.get_value_from_player(player.index)
local names = Public.auto_allocate_nodes_func
local distribute_points_gain = 0
for i = rpg_t.level + 1, #experience_levels, 1 do
if rpg_t.xp > experience_levels[i] then
rpg_t.level = i
distribute_points_gain = distribute_points_gain + points_per_level
else
break
end
end
if distribute_points_gain == 0 then
return
end
-- automatically enable aoe_punch and stone_path,
-- but do so only once.
if rpg_t.level >= settings_level['aoe_punch_label'] then
if not rpg_t.auto_toggle_features.aoe_punch then
rpg_t.auto_toggle_features.aoe_punch = true
rpg_t.aoe_punch = true
end
end
if rpg_t.level >= settings_level['stone_path_label'] then
if not rpg_t.auto_toggle_features.stone_path then
rpg_t.auto_toggle_features.stone_path = true
rpg_t.stone_path = true
end
end
Public.draw_level_text(player)
rpg_t.points_left = rpg_t.points_left + distribute_points_gain
if rpg_t.allocate_index ~= 1 then
local node = rpg_t.allocate_index
local index = names[node]:lower()
rpg_t[index] = rpg_t[index] + distribute_points_gain
rpg_t.points_left = rpg_t.points_left - distribute_points_gain
if not rpg_t.reset then
rpg_t.total = rpg_t.total + distribute_points_gain
end
Public.update_player_stats(player)
else
Public.update_char_button(player)
end
if player.gui.screen[main_frame_name] then
Public.toggle(player, true)
end
Public.level_up_effects(player)
end
local function has_health_boost(entity, damage, final_damage_amount, cause)
local biter_health_boost = BiterHealthBooster.get('biter_health_boost')
local biter_health_boost_units = BiterHealthBooster.get('biter_health_boost_units')
local get_health_pool
if not entity.valid then
return
end
--Handle the custom health pool of the biter health booster, if it is used in the map.
if biter_health_boost then
local health_pool = biter_health_boost_units[entity.unit_number]
if health_pool then
get_health_pool = health_pool[1]
--Set entity health relative to health pool
local max_health = health_pool[3].max_health
local m = health_pool[1] / max_health
local final_health = round(entity.prototype.max_health * m)
health_pool[1] = round(health_pool[1] + final_damage_amount)
health_pool[1] = round(health_pool[1] - damage)
--Set entity health relative to health pool
entity.health = final_health
if health_pool[1] <= 0 then
local entity_number = entity.unit_number
entity.die(entity.force.name, cause)
if biter_health_boost_units[entity_number] then
biter_health_boost_units[entity_number] = nil
end
end
else
entity.health = entity.health + final_damage_amount
entity.health = entity.health - damage
if entity.health <= 0 then
entity.die(cause.force.name, cause)
end
end
else
--Handle vanilla damage.
entity.health = entity.health + final_damage_amount
entity.health = entity.health - damage
if entity.health <= 0 then
entity.die(cause.force.name, cause)
end
end
return get_health_pool
end
local function set_health_boost(entity, damage, cause)
local biter_health_boost = BiterHealthBooster.get('biter_health_boost')
local biter_health_boost_units = BiterHealthBooster.get('biter_health_boost_units')
local get_health_pool
if not entity.valid then
return
end
--Handle the custom health pool of the biter health booster, if it is used in the map.
if biter_health_boost then
local health_pool = biter_health_boost_units[entity.unit_number]
if health_pool then
get_health_pool = health_pool[1]
--Set entity health relative to health pool
local max_health = health_pool[3].max_health
local m = health_pool[1] / max_health
local final_health = round(entity.prototype.max_health * m)
health_pool[1] = round(health_pool[1] - damage)
--Set entity health relative to health pool
entity.health = final_health
if health_pool[1] <= 0 then
local entity_number = entity.unit_number
entity.die(entity.force.name, cause)
if biter_health_boost_units[entity_number] then
biter_health_boost_units[entity_number] = nil
end
end
end
end
return get_health_pool
end
local function add_to_global_pool(amount, personal_tax)
local rpg_extra = Public.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 = round(rpg_extra.global_pool + fee, 8)
return amount - fee
end
local repair_buildings =
Token.register(
function(data)
local entity = data.entity
if entity and entity.valid then
local rng = 0.1
if math.random(1, 5) == 1 then
rng = 0.2
elseif math.random(1, 8) == 1 then
rng = 0.4
end
local to_heal = entity.prototype.max_health * rng
if entity.health and to_heal then
entity.health = entity.health + to_heal
end
end
end
)
function Public.repair_aoe(player, position)
local entities = player.surface.find_entities_filtered {force = player.force, area = {{position.x - 8, position.y - 8}, {position.x + 8, position.y + 8}}}
local count = 0
for i = 1, #entities do
local e = entities[i]
if e.prototype.max_health ~= e.health then
count = count + 1
Task.set_timeout_in_ticks(10, repair_buildings, {entity = e})
end
end
return count
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.set_last_spell_cast(player, position)
if not player or not player.valid then
return false
end
if not position then
return false
end
if not type(position) == 'table' then
return false
end
local rpg_t = Public.get_value_from_player(player.index)
rpg_t.last_spell_cast = position
return true
end
function Public.get_last_spell_cast(player)
if not player or not player.valid then
return false
end
local rpg_t = Public.get_value_from_player(player.index)
if not rpg_t then
return
end
if not rpg_t.last_spell_cast then
return false
end
local position = player.position
local cast_radius = 1
local cast_area = {
left_top = {x = rpg_t.last_spell_cast.x - cast_radius, y = rpg_t.last_spell_cast.y - cast_radius},
right_bottom = {x = rpg_t.last_spell_cast.x + cast_radius, y = rpg_t.last_spell_cast.y + cast_radius}
}
if rpg_t.last_spell_cast then
if Math2D.bounding_box.contains_point(cast_area, position) then
return true
else
return false
end
end
end
function Public.remove_mana(player, mana_to_remove)
local rpg_extra = Public.get('rpg_extra')
local rpg_t = Public.get_value_from_player(player.index)
if not rpg_extra.enable_mana then
return
end
if not mana_to_remove then
return
end
mana_to_remove = floor(mana_to_remove)
if not rpg_t then
return
end
if rpg_t.debug_mode then
rpg_t.mana = 9999
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 and data.mana and data.mana.valid then
data.mana.caption = rpg_t.mana
end
end
rpg_t.mana = rpg_t.mana - mana_to_remove
if rpg_t.mana < 0 then
rpg_t.mana = 0
return
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.mana)
end
if f['spell_table']['maxmana'] then
f['spell_table']['maxmana'].caption = math.floor(rpg_t.mana_max)
end
end
end
end
function Public.update_mana(player)
local rpg_extra = Public.get('rpg_extra')
local rpg_t = Public.get_value_from_player(player.index)
if not rpg_extra.enable_mana then
return
end
if not rpg_t 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 and data.mana and data.mana.valid then
data.mana.caption = rpg_t.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.mana)
end
if f['spell_table']['maxmana'] then
f['spell_table']['maxmana'].caption = math.floor(rpg_t.mana_max)
end
end
end
if rpg_t.mana < 1 then
return
end
if rpg_extra.enable_health_and_mana_bars then
if rpg_t.show_bars then
if player.character and player.character.valid then
if not rpg_t.mana_bar then
rpg_t.mana_bar = create_manabar(player, 0.5)
elseif not rendering.is_valid(rpg_t.mana_bar) then
rpg_t.mana_bar = create_manabar(player, 0.5)
end
set_bar(rpg_t.mana, rpg_t.mana_max, rpg_t.mana_bar, true)
end
else
if rpg_t.mana_bar then
if rendering.is_valid(rpg_t.mana_bar) then
rendering.destroy(rpg_t.mana_bar)
end
end
end
end
end
function Public.reward_mana(player, mana_to_add)
local rpg_extra = Public.get('rpg_extra')
local rpg_t = Public.get_value_from_player(player.index)
if not rpg_extra.enable_mana then
return
end
if not mana_to_add then
return
end
mana_to_add = floor(mana_to_add)
if not rpg_t 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 and data.mana and data.mana.valid then
data.mana.caption = rpg_t.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.mana)
end
if f['spell_table']['maxmana'] then
f['spell_table']['maxmana'].caption = math.floor(rpg_t.mana_max)
end
end
end
if rpg_t.mana_max < 1 then
return
end
if rpg_t.mana >= rpg_t.mana_max then
rpg_t.mana = rpg_t.mana_max
return
end
rpg_t.mana = rpg_t.mana + mana_to_add
end
function Public.update_health(player)
local rpg_extra = Public.get('rpg_extra')
local rpg_t = Public.get_value_from_player(player.index)
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 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 and data.health and data.health.valid then
data.health.caption = (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 and data.shield and data.shield.valid then
data.shield.caption = shield
end
if data and 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.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.health_bar then
rpg_t.health_bar = create_healthbar(player, 0.5)
elseif not rendering.is_valid(rpg_t.health_bar) then
rpg_t.health_bar = create_healthbar(player, 0.5)
end
set_bar(player.character.health, max_life, rpg_t.health_bar)
else
if rpg_t.health_bar then
if rendering.is_valid(rpg_t.health_bar) then
rendering.destroy(rpg_t.health_bar)
end
end
end
end
end
function Public.log_aoe_punch(callback)
local debug = Public.get('rpg_extra').debug_aoe_punch
if not debug then
return
end
callback()
end
--Melee damage modifier
function Public.aoe_punch(character, target, damage, get_health_pool)
if not (target and target.valid) then
return
end
local base_vector = {target.position.x - character.position.x, target.position.y - character.position.y}
local vector = {base_vector[1], base_vector[2]}
vector[1] = vector[1] * 1000
vector[2] = vector[2] * 1000
character.surface.create_entity({name = 'blood-explosion-huge', position = target.position})
if abs(vector[1]) > abs(vector[2]) then
local d = abs(vector[1])
if abs(vector[1]) > 0 then
vector[1] = vector[1] / d
end
if abs(vector[2]) > 0 then
vector[2] = vector[2] / d
end
else
local d = abs(vector[2])
if abs(vector[2]) > 0 then
vector[2] = vector[2] / d
end
if abs(vector[1]) > 0 and d > 0 then
vector[1] = vector[1] / d
end
end
vector[1] = vector[1] * 1.5
vector[2] = vector[2] * 1.5
local a = 0.20
local cs = character.surface
local cp = character.position
for i = 1, 16, 1 do
for x = i * -1 * a, i * a, 1 do
for y = i * -1 * a, i * a, 1 do
local p = {cp.x + x + vector[1] * i, cp.y + y + vector[2] * i}
cs.create_trivial_smoke({name = 'train-smoke', position = p})
for _, e in pairs(cs.find_entities({{p[1] - a, p[2] - a}, {p[1] + a, p[2] + a}})) do
if e.valid then
if e.health then
if e.destructible and e.minable and e.force.index ~= 3 then
if e.force.index ~= character.force.index then
if get_health_pool then
local max_unit_health = floor(get_health_pool * 0.00015)
if max_unit_health <= 0 then
max_unit_health = 4
end
if max_unit_health >= 10 then
max_unit_health = 10
end
local final = floor(damage * max_unit_health)
set_health_boost(e, final, character)
if e.valid and e.health <= 0 and get_health_pool <= 0 then
e.die(e.force.name, character)
end
else
if e.valid then
e.health = e.health - damage * 0.05
if e.health <= 0 then
e.die(e.force.name, character)
end
end
end
end
end
end
end
end
end
end
end
end
function Public.level_limit_exceeded(player, value)
local rpg_extra = Public.get('rpg_extra')
local rpg_t = Public.get_value_from_player(player.index)
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.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.update_player_stats(player)
local rpg_extra = Public.get('rpg_extra')
local rpg_t = Public.get_value_from_player(player.index)
local strength = rpg_t.strength - 10
P.update_single_modifier(player, 'character_inventory_slots_bonus', 'rpg', round(strength * 0.2, 3))
P.update_single_modifier(player, 'character_mining_speed_modifier', 'rpg', round(strength * 0.006, 3))
P.update_single_modifier(player, 'character_maximum_following_robot_count_bonus', 'rpg', round(strength / 2 * 0.03, 3))
local magic = rpg_t.magicka - 10
local v = magic * 0.22
P.update_single_modifier(player, 'character_build_distance_bonus', 'rpg', math.min(60, round(v * 0.12, 3)))
P.update_single_modifier(player, 'character_item_drop_distance_bonus', 'rpg', math.min(60, round(v * 0.05, 3)))
P.update_single_modifier(player, 'character_reach_distance_bonus', 'rpg', math.min(60, round(v * 0.12, 3)))
P.update_single_modifier(player, 'character_loot_pickup_distance_bonus', 'rpg', math.min(20, round(v * 0.12, 3)))
P.update_single_modifier(player, 'character_item_pickup_distance_bonus', 'rpg', math.min(20, round(v * 0.12, 3)))
P.update_single_modifier(player, 'character_resource_reach_distance_bonus', 'rpg', math.min(20, round(v * 0.05, 3)))
if rpg_t.mana_max >= rpg_extra.mana_limit then
rpg_t.mana_max = rpg_extra.mana_limit
else
rpg_t.mana_max = round((magic) * 2, 3)
end
local dexterity = rpg_t.dexterity - 10
P.update_single_modifier(player, 'character_running_speed_modifier', 'rpg', round(dexterity * 0.0010, 3)) -- reduced since too high speed kills UPS.
P.update_single_modifier(player, 'character_crafting_speed_modifier', 'rpg', round(dexterity * 0.015, 3))
P.update_single_modifier(player, 'character_health_bonus', 'rpg', round((rpg_t.vitality - 10) * 6, 3))
P.update_player_modifiers(player)
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 = 0.50}
end
function Public.cast_spell(player, failed)
local position = {x = player.position.x - 0.75, y = player.position.y - 1}
local b = 0.75
if not failed then
for _ = 1, 3, 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/scenario_message', volume_modifier = 1}
else
for _ = 1, 3, 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/cannot_build', volume_modifier = 1}
end
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 = 0.50}
end
function Public.get_range_modifier(player)
local rpg_t = Public.get_value_from_player(player.index)
if not rpg_t then
return false
end
local total = (rpg_t.strength - 10) * 0.010
if total > 5 then -- limit it to 5 for now, until we've tested it enough
total = 5
end
return round(total, 3)
end
function Public.get_melee_modifier(player)
local rpg_t = Public.get_value_from_player(player.index)
if not rpg_t then
return false
end
local total = (rpg_t.strength - 10) * 0.10
return total
end
function Public.get_player_level(player)
local rpg_t = Public.get_value_from_player(player.index)
if not rpg_t then
return false
end
return rpg_t.level
end
function Public.get_area_of_effect_range(player)
local rpg_t = Public.get_value_from_player(player.index)
if not rpg_t then
return false
end
local total = (rpg_t.level - 10) * 0.05
if rpg_t.level < 10 then
total = 1
end
return total
end
function Public.get_final_damage_modifier(player)
local rpg_t = Public.get_value_from_player(player.index)
if not rpg_t then
return false
end
local rng = random(10, 35) * 0.01
return (rpg_t.strength - 10) * rng
end
function Public.get_final_damage(player, entity, original_damage_amount)
local modifier = Public.get_final_damage_modifier(player)
if not modifier then
return false
end
local damage = original_damage_amount + original_damage_amount * modifier
if entity.prototype.resistances then
if entity.prototype.resistances.physical then
damage = damage - entity.prototype.resistances.physical.decrease
damage = damage - damage * entity.prototype.resistances.physical.percent
end
end
damage = round(damage, 3)
if damage < 1 then
damage = 1
end
return damage
end
function Public.get_heal_modifier(player)
local rpg_t = Public.get_value_from_player(player.index)
if not rpg_t then
return false
end
return (rpg_t.vitality - 10) * 0.06
end
function Public.get_heal_modifier_from_using_fish(player)
local rpg_extra = Public.get('rpg_extra')
if rpg_extra.disable_get_heal_modifier_from_using_fish then
return
end
local base_amount = 80
local rng = random(base_amount, base_amount * rpg_extra.heal_modifier)
local char = player.character
local position = player.position
if char and char.valid then
local health = player.character_health_bonus + 250
local color
if char.health > (health * 0.50) then
color = {b = 0.2, r = 0.1, g = 1, a = 0.8}
elseif char.health > (health * 0.25) then
color = {r = 1, g = 1, b = 0}
else
color = {b = 0.1, r = 1, g = 0, a = 0.8}
end
player.surface.create_entity(
{
name = 'flying-text',
position = {position.x, position.y + 0.6},
text = '+' .. rng,
color = color
}
)
char.health = char.health + rng
end
end
function Public.get_mana_modifier(player)
local rpg_t = Public.get_value_from_player(player.index)
if rpg_t.level <= 40 then
return (rpg_t.magicka - 10) * 0.02000
elseif rpg_t.level <= 80 then
return (rpg_t.magicka - 10) * 0.01800
else
return (rpg_t.magicka - 10) * 0.01400
end
end
function Public.get_life_on_hit(player)
local rpg_t = Public.get_value_from_player(player.index)
return (rpg_t.vitality - 10) * 0.4
end
function Public.get_aoe_punch_chance(player)
local rpg_t = Public.get_value_from_player(player.index)
if rpg_t.strength < 100 then
return 0
end
local chance = round(rpg_t.strength * 0.007, 1)
if chance > 100 then
chance = 100
end
return chance
end
function Public.get_extra_following_robots(player)
local rpg_t = Public.get_value_from_player(player.index)
local strength = rpg_t.strength
local count = round(strength / 2 * 0.03, 3)
return count
end
function Public.get_magicka(player)
local rpg_t = Public.get_value_from_player(player.index)
return (rpg_t.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.table' 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
-- Checks if the player is on the correct surface.
function Public.check_is_surface_valid(player)
if is_game_modded() then
return true
end
local is_surface_valid = false
local surface_name = Public.get('rpg_extra').surface_name
if type(surface_name) == 'table' then
for _, tbl_surface in pairs(surface_name) do
if sub(player.surface.name, 0, #surface_name) == tbl_surface then
is_surface_valid = true
end
end
else
if sub(player.surface.name, 0, #surface_name) ~= surface_name then
return false
else
return true
end
end
if not is_surface_valid then
return false
end
return true
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_t = Public.get_value_from_player(player.index)
local rpg_extra = Public.get('rpg_extra')
if one_time_reset then
local total = rpg_t.total
if not total then
total = 0
end
if rpg_t.text then
rendering.destroy(rpg_t.text)
rpg_t.text = nil
end
local old_level = rpg_t.level
local old_points_left = rpg_t.points_left
local old_xp = rpg_t.xp
rpg_t =
Public.set_new_player_tbl(
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_name = Public.all_spells[1].name[1],
dropdown_select_index_1 = 1,
dropdown_select_name_1 = Public.all_spells[1].name[1],
dropdown_select_index_2 = 1,
dropdown_select_name_2 = Public.all_spells[1].name[1],
dropdown_select_index_3 = 1,
dropdown_select_name_3 = Public.all_spells[1].name[1],
allocate_index = 1,
explosive_bullets = false,
enable_entity_spawn = false,
health_bar = rpg_t.health_bar,
mana_bar = rpg_t.mana_bar,
points_left = 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},
last_spell_cast = {x = 0, y = 0},
show_bars = false,
stone_path = false,
aoe_punch = false,
auto_toggle_features = {
stone_path = false,
aoe_punch = false
}
}
)
rpg_t.points_left = old_points_left + total
rpg_t.xp = round(old_xp)
rpg_t.level = old_level
else
Public.set_new_player_tbl(
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_name = Public.all_spells[1].name[1],
dropdown_select_index_1 = 1,
dropdown_select_name_1 = Public.all_spells[1].name[1],
dropdown_select_index_2 = 1,
dropdown_select_name_2 = Public.all_spells[1].name[1],
dropdown_select_index_3 = 1,
dropdown_select_name_3 = Public.all_spells[1].name[1],
allocate_index = 1,
explosive_bullets = false,
enable_entity_spawn = false,
points_left = 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},
last_spell_cast = {x = 0, y = 0},
show_bars = false,
stone_path = false,
aoe_punch = false,
auto_toggle_features = {
stone_path = false,
aoe_punch = false
}
}
)
end
Public.draw_gui_char_button(player)
Public.draw_level_text(player)
Public.update_char_button(player)
Public.update_player_stats(player)
end
function Public.rpg_reset_all_players()
local rpg_t = Public.get('rpg_t')
local rpg_extra = Public.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
-- local Public = require 'modules.rpg.table' Public.gain_xp(game.players['Gerkiz'], 5012, true)
function Public.gain_xp(player, amount, added_to_pool, text)
if not Public.validate_player(player) then
return
end
local rpg_extra = Public.get('rpg_extra')
local rpg_t = Public.get_value_from_player(player.index)
if Public.level_limit_exceeded(player) then
add_to_global_pool(amount, false)
if not rpg_t.capped then
rpg_t.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.capped then
rpg_t.capped = false
end
if not added_to_pool then
Public.debug_log('RPG - ' .. player.name .. ' got org xp: ' .. amount)
local fee = amount - add_to_global_pool(amount, true)
Public.debug_log('RPG - ' .. player.name .. ' got fee: ' .. fee)
amount = round(amount, 3) - fee
if rpg_extra.difficulty then
amount = amount + rpg_extra.difficulty
end
Public.debug_log('RPG - ' .. player.name .. ' got after fee: ' .. amount)
else
Public.debug_log('RPG - ' .. player.name .. ' got org xp: ' .. amount)
end
rpg_t.xp = round(rpg_t.xp + amount, 3)
rpg_t.xp_since_last_floaty_text = round(rpg_t.xp_since_last_floaty_text + amount)
if not experience_levels[rpg_t.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.xp)
end
end
if rpg_t.xp >= experience_levels[rpg_t.level + 1] then
level_up(player)
end
if rpg_t.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.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.xp_since_last_floaty_text = 0
rpg_t.last_floaty_text = game.tick + visuals_delay
end
function Public.global_pool(players, count)
local rpg_extra = Public.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
Public.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
Public.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
Public.debug_log('RPG - player AFK: ' .. p.name .. '. Amount to pool:' .. share)
end
end
rpg_extra.global_pool = rpg_extra.leftover_pool or 0
end
local damage_player_over_time_token =
Token.register(
function(data)
local player = data.player
if not player.character or not player.character.valid then
return
end
player.character.health = player.character.health - (player.character.health * 0.05)
player.character.surface.create_entity({name = 'water-splash', position = player.position})
end
)
--- Damages a player over time.
function Public.damage_player_over_time(player, amount)
if not player or not player.valid then
return
end
amount = amount or 10
local tick = 20
for _ = 1, amount, 1 do
Task.set_timeout_in_ticks(tick, damage_player_over_time_token, {player = player})
tick = tick + 15
end
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.has_health_boost = has_health_boost
Public.set_health_boost = set_health_boost
Public.add_to_global_pool = add_to_global_pool