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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00
ComfyFactorio/modules/rpg.lua
2021-12-05 22:35:53 +01:00

1035 lines
33 KiB
Lua

--luacheck: ignore
--[[
Character Experience Gain RPG by MewMew
STRENGTH > character_inventory_slots_bonus , character_mining_speed_modifier
MAGIC > character_build_distance_bonus, character_item_drop_distance_bonus, character_reach_distance_bonus,
character_item_pickup_distance_bonus, character_loot_pickup_distance_bonus,
DEXTERITY > character_running_speed_modifier, character_crafting_speed_modifier
VITALITY > character_health_bonus
Modified by Gerkiz *-*
]]
local math_random = math.random
local math_sqrt = math.sqrt
local math_floor = math.floor
local Global = require 'utils.global'
local Tabs = require 'comfy_panel.main'
local P = require 'utils.player_modifiers'
local visuals_delay = 1800
local level_up_floating_text_color = {0, 205, 0}
local xp_floating_text_color = {157, 157, 157}
local experience_levels = {0}
for a = 1, 9999, 1 do
experience_levels[#experience_levels + 1] = experience_levels[#experience_levels] + a * 8
end
local gain_info_tooltip = 'XP gain from mining, moving, crafting, repairing and combat.'
local rpg_t = {}
local rpg_frame_icons = {
'entity/small-worm-turret',
'entity/medium-worm-turret',
'entity/big-worm-turret',
'entity/behemoth-worm-turret',
'entity/small-biter',
'entity/small-biter',
'entity/small-spitter',
'entity/medium-biter',
'entity/medium-biter',
'entity/medium-spitter',
'entity/big-biter',
'entity/big-biter',
'entity/big-spitter',
'entity/behemoth-biter',
'entity/behemoth-biter',
'entity/behemoth-spitter'
}
Global.register(
{rpg_t = rpg_t, rpg_frame_icons = rpg_frame_icons},
function(tbl)
rpg_t = tbl.rpg_t
rpg_frame_icons = tbl.rpg_frame_icons
end
)
local Public = {}
function Public.get_table()
return rpg_t
end
local classes = {
['engineer'] = 'ENGINEER',
['strength'] = 'MINER',
['magic'] = 'SORCERER',
['dexterity'] = 'ROGUE',
['vitality'] = 'TANK'
}
local xp_yield = {
['behemoth-biter'] = 16,
['behemoth-spitter'] = 16,
['behemoth-worm-turret'] = 64,
['big-biter'] = 8,
['big-spitter'] = 8,
['big-worm-turret'] = 48,
['biter-spawner'] = 64,
['character'] = 16,
['gun-turret'] = 8,
['laser-turret'] = 16,
['medium-biter'] = 4,
['medium-spitter'] = 4,
['medium-worm-turret'] = 32,
['small-biter'] = 1,
['small-spitter'] = 1,
['small-worm-turret'] = 16,
['spitter-spawner'] = 64
}
local enemy_types = {
['unit'] = true,
['unit-spawner'] = true,
['turret'] = true
}
local function 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 a = 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
local function get_melee_modifier(player)
return (rpg_t[player.index].strength - 10) * 0.10
end
local function get_life_on_hit(player)
return (rpg_t[player.index].vitality - 10) * 0.4
end
local function get_one_punch_chance(player)
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
local function draw_gui_char_button(player)
if player.gui.top.rpg then
return
end
local b = player.gui.top.add({type = 'sprite-button', name = 'rpg', caption = 'CHAR'})
b.style.font_color = {165, 165, 165}
b.style.font = 'heading-1'
b.style.minimal_height = 38
b.style.minimal_width = 60
b.style.padding = 0
b.style.margin = 0
end
local function update_char_button(player)
if not player.gui.top.rpg then
draw_gui_char_button(player)
end
if rpg_t[player.index].points_left > 0 then
player.gui.top.rpg.style.font_color = {245, 0, 0}
else
player.gui.top.rpg.style.font_color = {175, 175, 175}
end
end
local function update_player_stats(player)
local strength = rpg_t[player.index].strength - 10
P.update_single_modifier(player, 'character_inventory_slots_bonus', 'rpg', math.round(strength * 0.2, 3))
P.update_single_modifier(player, 'character_mining_speed_modifier', 'rpg', math.round(strength * 0.008, 3))
local magic = rpg_t[player.index].magic - 10
local v = magic * 0.15
P.update_single_modifier(player, 'character_build_distance_bonus', 'rpg', math.round(v, 3))
P.update_single_modifier(player, 'character_item_drop_distance_bonus', 'rpg', math.round(v, 3))
P.update_single_modifier(player, 'character_reach_distance_bonus', 'rpg', math.round(v, 3))
P.update_single_modifier(player, 'character_loot_pickup_distance_bonus', 'rpg', math.round(v * 0.5, 3))
P.update_single_modifier(player, 'character_item_pickup_distance_bonus', 'rpg', math.round(v * 0.25, 3))
P.update_single_modifier(player, 'character_resource_reach_distance_bonus', 'rpg', math.round(v * 0.15, 3))
local dexterity = rpg_t[player.index].dexterity - 10
P.update_single_modifier(player, 'character_running_speed_modifier', 'rpg', math.round(dexterity * 0.002, 3))
P.update_single_modifier(player, 'character_crafting_speed_modifier', 'rpg', math.round(dexterity * 0.015, 3))
P.update_single_modifier(player, 'character_health_bonus', 'rpg', math.round((rpg_t[player.index].vitality - 10) * 6, 3))
P.update_player_modifiers(player)
end
local function get_class(player)
local average = (rpg_t[player.index].strength + rpg_t[player.index].magic + rpg_t[player.index].dexterity + rpg_t[player.index].vitality) / 4
local high_attribute = 0
local high_attribute_name = ''
for _, attribute in pairs({'strength', 'magic', 'dexterity', 'vitality'}) do
if rpg_t[player.index][attribute] > high_attribute then
high_attribute = rpg_t[player.index][attribute]
high_attribute_name = attribute
end
end
if high_attribute < average + average * 0.25 then
high_attribute_name = 'engineer'
end
return classes[high_attribute_name]
end
local function add_gui_description(element, value, width)
local e = element.add({type = 'label', caption = value})
e.style.single_line = false
e.style.maximal_width = width
e.style.minimal_width = width
e.style.maximal_height = 40
e.style.minimal_height = 38
e.style.font = 'default-bold'
e.style.font_color = {175, 175, 200}
e.style.horizontal_align = 'right'
e.style.vertical_align = 'center'
return e
end
local function add_gui_stat(element, value, width)
local e = element.add({type = 'sprite-button', caption = value})
e.style.maximal_width = width
e.style.minimal_width = width
e.style.maximal_height = 38
e.style.minimal_height = 38
e.style.font = 'default-bold'
e.style.font_color = {222, 222, 222}
e.style.horizontal_align = 'center'
e.style.vertical_align = 'center'
return e
end
local function add_gui_increase_stat(element, name, player, width)
local sprite = 'virtual-signal/signal-red'
local symbol = ''
if rpg_t[player.index].points_left <= 0 then
sprite = 'virtual-signal/signal-black'
end
local e = element.add({type = 'sprite-button', name = name, caption = symbol, sprite = sprite})
e.style.maximal_height = 38
e.style.minimal_height = 38
e.style.maximal_width = 38
e.style.minimal_width = 38
e.style.font = 'default-large-semibold'
e.style.font_color = {0, 0, 0}
e.style.horizontal_align = 'center'
e.style.vertical_align = 'center'
e.style.padding = 0
e.style.margin = 0
e.tooltip = 'Rightclick to allocate 5 points.'
return e
end
local function add_separator(element, width)
local e = element.add({type = 'line'})
e.style.maximal_width = width
e.style.minimal_width = width
e.style.minimal_height = 12
return e
end
local function draw_gui(player, forced)
if not forced then
if rpg_t[player.index].gui_refresh_delay > game.tick then
return
end
end
Tabs.comfy_panel_clear_gui(player)
if player.gui.left.rpg then
player.gui.left.rpg.destroy()
end
if not player.character then
return
end
local frame = player.gui.left.add({type = 'frame', name = 'rpg', direction = 'vertical'})
frame.style.maximal_width = 425
frame.style.minimal_width = 425
frame.style.margin = 6
add_separator(frame, 400)
local t = frame.add({type = 'table', column_count = 2})
local e = add_gui_stat(t, player.name, 200)
e.style.font_color = player.chat_color
e.style.font = 'default-large-bold'
local e = add_gui_stat(t, get_class(player), 200)
e.style.font = 'default-large-bold'
add_separator(frame, 400)
local t = frame.add({type = 'table', column_count = 4})
t.style.cell_padding = 1
add_gui_description(t, 'LEVEL', 80)
add_gui_stat(t, rpg_t[player.index].level, 80)
add_gui_description(t, 'EXPERIENCE', 100)
local e = add_gui_stat(t, math.floor(rpg_t[player.index].xp), 125)
e.tooltip = gain_info_tooltip
add_gui_description(t, ' ', 75)
add_gui_description(t, ' ', 75)
add_gui_description(t, 'NEXT LEVEL', 100)
local e = add_gui_stat(t, experience_levels[rpg_t[player.index].level + 1], 125)
e.tooltip = gain_info_tooltip
add_separator(frame, 400)
local t = frame.add({type = 'table', column_count = 2})
local tt = t.add({type = 'table', column_count = 3})
tt.style.cell_padding = 1
local w1 = 85
local w2 = 63
local tip = 'Increases inventory slots and mining speed.\nIncreases melee damage.'
local e = add_gui_description(tt, 'STRENGTH', w1)
e.tooltip = tip
local e = add_gui_stat(tt, rpg_t[player.index].strength, w2)
e.tooltip = tip
add_gui_increase_stat(tt, 'strength', player)
local tip = 'Increases reach distance.'
local e = add_gui_description(tt, 'MAGIC', w1)
e.tooltip = tip
local e = add_gui_stat(tt, rpg_t[player.index].magic, w2)
e.tooltip = tip
add_gui_increase_stat(tt, 'magic', player)
local tip = 'Increases running and crafting speed.'
local e = add_gui_description(tt, 'DEXTERITY', w1)
e.tooltip = tip
local e = add_gui_stat(tt, rpg_t[player.index].dexterity, w2)
e.tooltip = tip
add_gui_increase_stat(tt, 'dexterity', player)
local tip = 'Increases health.\nIncreases melee life on-hit.'
local e = add_gui_description(tt, 'VITALITY', w1)
e.tooltip = tip
local e = add_gui_stat(tt, rpg_t[player.index].vitality, w2)
e.tooltip = tip
add_gui_increase_stat(tt, 'vitality', player)
add_gui_description(tt, 'POINTS TO\nDISTRIBUTE', w1)
local e = add_gui_stat(tt, rpg_t[player.index].points_left, w2)
e.style.font_color = {200, 0, 0}
add_gui_description(tt, ' ', w2)
add_gui_description(tt, ' ', w1)
add_gui_description(tt, ' ', w2)
add_gui_description(tt, ' ', w2)
add_gui_description(tt, 'LIFE', w1)
add_gui_stat(tt, math.floor(player.character.health), w2)
add_gui_stat(tt, math.floor(player.character.prototype.max_health + player.character_health_bonus + player.force.character_health_bonus), w2)
local shield = 0
local shield_max = 0
local i = player.character.get_inventory(defines.inventory.character_armor)
if not i.is_empty() then
if i[1].grid then
shield = math.floor(i[1].grid.shield)
shield_max = math.floor(i[1].grid.max_shield)
end
end
add_gui_description(tt, 'SHIELD', w1)
add_gui_stat(tt, shield, w2)
add_gui_stat(tt, shield_max, w2)
local tt = t.add({type = 'table', column_count = 3})
tt.style.cell_padding = 1
local w0 = 2
local w1 = 80
local w2 = 80
add_gui_description(tt, ' ', w0)
add_gui_description(tt, 'MINING\nSPEED', w1)
local value = (player.force.manual_mining_speed_modifier + player.character_mining_speed_modifier + 1) * 100 .. '%'
add_gui_stat(tt, value, w2)
add_gui_description(tt, ' ', w0)
add_gui_description(tt, 'SLOT\nBONUS', w1)
local value = '+ ' .. player.force.character_inventory_slots_bonus + player.character_inventory_slots_bonus
add_gui_stat(tt, value, w2)
add_gui_description(tt, ' ', w0)
add_gui_description(tt, 'MELEE\nDAMAGE', w1)
local value = 100 * (1 + get_melee_modifier(player)) .. '%'
local e = add_gui_stat(tt, value, w2)
e.tooltip = 'Life on-hit: ' .. get_life_on_hit(player) .. '\nOne punch chance: ' .. get_one_punch_chance(player) .. '%'
local e = add_gui_description(tt, '', w0)
e.style.maximal_height = 10
local e = add_gui_description(tt, '', w0)
e.style.maximal_height = 10
local e = add_gui_description(tt, '', w0)
e.style.maximal_height = 10
local value = '+ ' .. (player.force.character_reach_distance_bonus + player.character_reach_distance_bonus)
local tooltip = ''
tooltip = tooltip .. 'Reach distance bonus: ' .. player.character_reach_distance_bonus
tooltip = tooltip .. '\nBuild distance bonus: ' .. player.character_build_distance_bonus
tooltip = tooltip .. '\nItem drop distance bonus: ' .. player.character_item_drop_distance_bonus
tooltip = tooltip .. '\nLoot pickup distance bonus: ' .. player.character_loot_pickup_distance_bonus
tooltip = tooltip .. '\nItem pickup distance bonus: ' .. player.character_item_pickup_distance_bonus
tooltip = tooltip .. '\nResource reach distance bonus: ' .. player.character_resource_reach_distance_bonus
add_gui_description(tt, ' ', w0)
local e = add_gui_description(tt, 'REACH\nDISTANCE', w1)
e.tooltip = tooltip
local e = add_gui_stat(tt, value, w2)
e.tooltip = tooltip
local e = add_gui_description(tt, '', w0)
e.style.maximal_height = 10
local e = add_gui_description(tt, '', w0)
e.style.maximal_height = 10
local e = add_gui_description(tt, '', w0)
e.style.maximal_height = 10
add_gui_description(tt, ' ', w0)
add_gui_description(tt, 'CRAFTING\nSPEED', w1)
local value = (player.force.manual_crafting_speed_modifier + player.character_crafting_speed_modifier + 1) * 100 .. '%'
add_gui_stat(tt, value, w2)
add_gui_description(tt, ' ', w0)
add_gui_description(tt, 'RUNNING\nSPEED', w1)
local value = (player.force.character_running_speed_modifier + player.character_running_speed_modifier + 1) * 100 .. '%'
add_gui_stat(tt, value, w2)
local e = add_gui_description(tt, '', w0)
e.style.maximal_height = 10
local e = add_gui_description(tt, '', w0)
e.style.maximal_height = 10
local e = add_gui_description(tt, '', w0)
e.style.maximal_height = 10
add_gui_description(tt, ' ', w0)
add_gui_description(tt, 'HEALTH\nBONUS', w1)
local value = '+ ' .. (player.force.character_health_bonus + player.character_health_bonus)
add_gui_stat(tt, value, w2)
add_separator(frame, 400)
local t = frame.add({type = 'table', column_count = 14})
for i = 1, 14, 1 do
local e = t.add({type = 'sprite', sprite = rpg_frame_icons[i]})
e.style.maximal_width = 24
e.style.maximal_height = 24
e.style.padding = 0
end
add_separator(frame, 400)
rpg_t[player.index].gui_refresh_delay = game.tick + 60
update_char_button(player)
end
local function draw_level_text(player)
if not player.character then
return
end
if rpg_t[player.index].text then
rendering.destroy(rpg_t[player.index].text)
rpg_t[player.index].text = nil
end
local players = {}
for _, p in pairs(game.players) do
if p.index ~= player.index then
players[#players + 1] = p.index
end
end
if #players == 0 then
return
end
rpg_t[player.index].text =
rendering.draw_text {
text = 'lvl ' .. rpg_t[player.index].level,
surface = player.surface,
target = player.character,
target_offset = {0, -3.25},
color = {
r = player.color.r * 0.6 + 0.25,
g = player.color.g * 0.6 + 0.25,
b = player.color.b * 0.6 + 0.25,
a = 1
},
players = players,
scale = 1.00,
font = 'default-large-semibold',
alignment = 'center',
scale_with_zoom = false
}
end
local function level_up(player)
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 + 5
else
break
end
end
if distribute_points_gain == 0 then
return
end
draw_level_text(player)
rpg_t[player.index].points_left = rpg_t[player.index].points_left + distribute_points_gain
update_char_button(player)
table.shuffle_table(rpg_frame_icons)
if player.gui.left.rpg then
draw_gui(player, true)
end
level_up_effects(player)
end
local function gain_xp(player, amount)
amount = math.round(amount, 2)
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 player.gui.left.rpg then
draw_gui(player, false)
end
if not experience_levels[rpg_t[player.index].level + 1] then
return
end
if rpg_t[player.index].xp >= experience_levels[rpg_t[player.index].level + 1] then
level_up(player)
return
end
if rpg_t[player.index].last_floaty_text > game.tick then
return
end
player.create_local_flying_text {
text = '+' .. rpg_t[player.index].xp_since_last_floaty_text .. ' xp',
position = player.position,
color = xp_floating_text_color,
time_to_live = 120,
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.rpg_reset_player(player)
if player.gui.left.rpg then
player.gui.left.rpg.destroy()
end
if not player.character then
player.set_controller({type = defines.controllers.god})
player.create_character()
end
rpg_t[player.index] = {
level = 1,
xp = 0,
strength = 10,
magic = 10,
dexterity = 10,
vitality = 10,
points_left = 0,
last_floaty_text = visuals_delay,
xp_since_last_floaty_text = 0,
rotated_entity_delay = 0,
gui_refresh_delay = 0,
last_mined_entity_position = {x = 0, y = 0}
}
draw_gui_char_button(player)
draw_level_text(player)
update_char_button(player)
update_player_stats(player)
end
function Public.rpg_reset_all_players()
for _, p in pairs(game.players) do
rpg_t[p.index] = nil
end
for _, p in pairs(game.connected_players) do
Public.rpg_reset_player(p)
end
end
local function on_gui_click(event)
if not event.element then
return
end
if not event.element.valid then
return
end
local element = event.element
if element.type ~= 'sprite-button' then
return
end
if element.caption == 'CHAR' then
if element.name == 'rpg' then
local player = game.players[event.player_index]
if player.gui.left.rpg then
player.gui.left.rpg.destroy()
return
end
draw_gui(player, true)
end
end
if element.caption ~= '' then
return
end
if element.sprite ~= 'virtual-signal/signal-red' then
return
end
local index = element.name
local player = game.players[event.player_index]
if not rpg_t[player.index][index] then
return
end
if not player.character then
return
end
if event.button == defines.mouse_button_type.right then
for a = 1, 5, 1 do
if rpg_t[player.index].points_left <= 0 then
draw_gui(player, true)
return
end
rpg_t[player.index].points_left = rpg_t[player.index].points_left - 1
rpg_t[player.index][index] = rpg_t[player.index][index] + 1
update_player_stats(player)
end
draw_gui(player, true)
return
end
if rpg_t[player.index].points_left <= 0 then
draw_gui(player, true)
return
end
rpg_t[player.index].points_left = rpg_t[player.index].points_left - 1
rpg_t[player.index][index] = rpg_t[player.index][index] + 1
update_player_stats(player)
draw_gui(player, true)
end
local function train_type_cause(cause)
local players = {}
if cause.train.passengers then
for _, player in pairs(cause.train.passengers) do
players[#players + 1] = player
end
end
return players
end
local get_cause_player = {
['character'] = function(cause)
if not cause.player then
return
end
return {cause.player}
end,
['combat-robot'] = function(cause)
if not cause.last_user then
return
end
if not game.players[cause.last_user.index] then
return
end
return {game.players[cause.last_user.index]}
end,
['car'] = function(cause)
local players = {}
local driver = cause.get_driver()
if driver then
if driver.player then
players[#players + 1] = driver.player
end
end
local passenger = cause.get_passenger()
if passenger then
if passenger.player then
players[#players + 1] = passenger.player
end
end
return players
end,
['locomotive'] = train_type_cause,
['cargo-wagon'] = train_type_cause,
['artillery-wagon'] = train_type_cause,
['fluid-wagon'] = train_type_cause
}
local function on_entity_died(event)
if not event.entity.valid then
return
end
--Grant XP for hand placed land mines
if event.entity.last_user then
if event.entity.type == 'land-mine' then
if event.cause then
if event.cause.valid then
if event.cause.force.index == event.entity.force.index then
return
end
end
end
gain_xp(event.entity.last_user, 1)
return
end
end
if not event.cause then
return
end
if not event.cause.valid then
return
end
if event.cause.force.index == event.entity.force.index then
return
end
if not get_cause_player[event.cause.type] then
return
end
local players = get_cause_player[event.cause.type](event.cause)
if not players then
return
end
if not players[1] then
return
end
--Grant modified XP for health boosted units
if global.biter_health_boost then
if enemy_types[event.entity.type] then
for _, player in pairs(players) do
if xp_yield[event.entity.name] then
gain_xp(player, xp_yield[event.entity.name] * global.biter_health_boost)
else
gain_xp(player, 0.5 * global.biter_health_boost)
end
end
return
end
end
--Grant normal XP
for _, player in pairs(players) do
if xp_yield[event.entity.name] then
gain_xp(player, xp_yield[event.entity.name])
else
gain_xp(player, 0.5)
end
end
end
--Melee damage modifier
local function one_punch(character, target, damage)
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 = 'flying-text',
position = {character.position.x + base_vector[1] * 0.5, character.position.y + base_vector[2] * 0.5},
text = 'ONE PUNCH',
color = {255, 0, 0}
}
)
character.surface.create_entity({name = 'blood-explosion-huge', position = target.position})
character.surface.create_entity({name = 'big-artillery-explosion', position = {target.position.x + vector[1] * 0.5, target.position.y + vector[2] * 0.5}})
if math.abs(vector[1]) > math.abs(vector[2]) then
local d = math.abs(vector[1])
if math.abs(vector[1]) > 0 then
vector[1] = vector[1] / d
end
if math.abs(vector[2]) > 0 then
vector[2] = vector[2] / d
end
else
local d = math.abs(vector[2])
if math.abs(vector[2]) > 0 then
vector[2] = vector[2] / d
end
if math.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 = 0.25
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 = {character.position.x + x + vector[1] * i, character.position.y + y + vector[2] * i}
character.surface.create_trivial_smoke({name = 'train-smoke', position = p})
for _, e in pairs(character.surface.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
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
local function on_entity_damaged(event)
if not event.cause then
return
end
if not event.cause.valid then
return
end
if event.cause.force.index == 2 then
return
end
if event.cause.name ~= 'character' then
return
end
if event.damage_type.name ~= 'physical' then
return
end
if not event.entity.valid then
return
end
if
event.cause.get_inventory(defines.inventory.character_ammo)[event.cause.selected_gun_index].valid_for_read and
event.cause.get_inventory(defines.inventory.character_guns)[event.cause.selected_gun_index].valid_for_read
then
return
end
if not event.cause.player then
return
end
--Grant the player life-on-hit.
event.cause.health = event.cause.health + get_life_on_hit(event.cause.player)
--Calculate modified damage.
local damage = event.original_damage_amount + event.original_damage_amount * get_melee_modifier(event.cause.player)
if event.entity.prototype.resistances then
if event.entity.prototype.resistances.physical then
damage = damage - event.entity.prototype.resistances.physical.decrease
damage = damage - damage * event.entity.prototype.resistances.physical.percent
end
end
damage = math.round(damage, 3)
if damage < 1 then
damage = 1
end
--Cause a one punch.
if math_random(0, 999) < get_one_punch_chance(event.cause.player) * 10 then
one_punch(event.cause, event.entity, damage)
if event.entity.valid then
event.entity.die(event.entity.force.name, event.cause)
end
return
end
--Floating messages and particle effects.
if math_random(1, 7) == 1 then
damage = damage * math_random(250, 350) * 0.01
event.cause.surface.create_entity({name = 'flying-text', position = event.entity.position, text = '' .. math.floor(damage), color = {255, 0, 0}})
event.cause.surface.create_entity({name = 'blood-explosion-huge', position = event.entity.position})
else
damage = damage * math_random(100, 125) * 0.01
event.cause.player.create_local_flying_text(
{text = math.floor(damage), position = event.entity.position, color = {150, 150, 150}, time_to_live = 90, speed = 2}
)
end
--Handle the custom health pool of the biter health booster, if it is used in the map.
if global.biter_health_boost then
local health_pool = global.biter_health_boost_units[event.entity.unit_number]
if health_pool then
health_pool[1] = health_pool[1] + event.final_damage_amount
health_pool[1] = health_pool[1] - damage
--Set entity health relative to health pool
event.entity.health = health_pool[1] * health_pool[2]
if health_pool[1] <= 0 then
global.biter_health_boost_units[event.entity.unit_number] = nil
event.entity.die(event.entity.force.name, event.cause)
end
return
end
end
--Handle vanilla damage.
event.entity.health = event.entity.health + event.final_damage_amount
event.entity.health = event.entity.health - damage
if event.entity.health <= 0 then
event.entity.die(event.entity.force.name, event.cause)
end
end
local function on_player_repaired_entity(event)
if math_random(1, 4) ~= 1 then
return
end
local player = game.players[event.player_index]
if not player.character then
return
end
gain_xp(player, 0.40)
end
local function on_player_rotated_entity(event)
local player = game.players[event.player_index]
if not player.character then
return
end
if rpg_t[player.index].rotated_entity_delay > game.tick then
return
end
rpg_t[player.index].rotated_entity_delay = game.tick + 20
gain_xp(player, 0.20)
end
local function on_player_changed_position(event)
if math_random(1, 64) ~= 1 then
return
end
local player = game.players[event.player_index]
if not player.character then
return
end
if player.character.driving then
return
end
gain_xp(player, 1.0)
end
local building_and_mining_blacklist = {
['tile-ghost'] = true,
['entity-ghost'] = true,
['item-entity'] = true
}
local function on_pre_player_mined_item(event)
local entity = event.entity
if not entity.valid then
return
end
if building_and_mining_blacklist[entity.type] then
return
end
if entity.force.index ~= 3 then
return
end
local player = game.players[event.player_index]
if
rpg_t[player.index].last_mined_entity_position.x == event.entity.position.x and
rpg_t[player.index].last_mined_entity_position.y == event.entity.position.y
then
return
end
rpg_t[player.index].last_mined_entity_position.x = entity.position.x
rpg_t[player.index].last_mined_entity_position.y = entity.position.y
local distance_multiplier = math_floor(math_sqrt(entity.position.x ^ 2 + entity.position.y ^ 2)) * 0.0005 + 1
local xp_amount
if entity.type == 'resource' then
xp_amount = 0.5 * distance_multiplier
else
xp_amount = (1.5 + event.entity.prototype.max_health * 0.0035) * distance_multiplier
end
gain_xp(player, xp_amount)
end
local function on_player_crafted_item(event)
if not event.recipe.energy then
return
end
local player = game.players[event.player_index]
gain_xp(player, event.recipe.energy * 0.20)
end
local function on_player_respawned(event)
local player = game.players[event.player_index]
if not rpg_t[player.index] then
Public.rpg_reset_player(player)
return
end
update_player_stats(player)
draw_level_text(player)
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not rpg_t[player.index] then
Public.rpg_reset_player(player)
end
for _, p in pairs(game.connected_players) do
draw_level_text(p)
end
draw_gui_char_button(player)
if not player.character then
return
end
update_player_stats(player)
end
local function on_init(event)
table.shuffle_table(rpg_frame_icons)
end
local event = require 'utils.event'
event.on_init(on_init)
event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_gui_click, on_gui_click)
event.add(defines.events.on_player_changed_position, on_player_changed_position)
event.add(defines.events.on_player_crafted_item, on_player_crafted_item)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
event.add(defines.events.on_player_repaired_entity, on_player_repaired_entity)
event.add(defines.events.on_player_respawned, on_player_respawned)
event.add(defines.events.on_player_rotated_entity, on_player_rotated_entity)
event.add(defines.events.on_pre_player_mined_item, on_pre_player_mined_item)
return Public