mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
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296 lines
15 KiB
Lua
296 lines
15 KiB
Lua
-- Rewards Module
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-- Made by: skudd3r for ComfyPlay
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-- This module sets the rewards based on the killscore(score module)
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local Event = require 'utils.event'
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local Token = require 'utils.token'
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local Task = require 'utils.task'
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local Score = require 'utils.gui.score'
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local floor = math.floor
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local sqrt = math.sqrt
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local insert = table.insert
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local rewards_loot = {
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[1] = { { name = 'submachine-gun', count = 1, text = ' Submachine Gun' }, { name = 'firearm-magazine', count = 50, text = ' SMG Rounds' } },
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[2] = { { name = 'heavy-armor', count = 1, text = ' Heavy Armor' }, { name = 'defender-capsule', count = 20, text = ' Defender-Bots' } },
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[3] = { { name = 'firearm-magazine', count = 50, text = ' SMG Rounds' }, { name = 'grenade', count = 10, text = ' Grenades' } },
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[4] = { { name = 'land-mine', count = 20, text = ' Landmines' }, { name = 'firearm-magazine', count = 100, text = ' SMG Rounds' } },
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[5] = { { name = 'slowdown-capsule', count = 20, text = ' Slowdown Capsules' }, { name = 'poison-capsule', count = 20, text = ' Poison Capsules' } },
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[6] = { { name = 'land-mine', count = 30, text = ' Landmines' }, { name = 'raw-fish', count = 30, text = ' Fish Food' } },
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[7] = { { name = 'piercing-rounds-magazine', count = 50, text = ' SMG AP Rounds' }, { name = 'distractor-capsule', count = 20, text = ' Distractor Capsules' } },
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[8] = { { name = 'combat-shotgun', count = 1, text = ' Combat Shotgun' }, { name = 'piercing-shotgun-shell', count = 50, text = ' AP Shotgun Shells' } },
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[9] = { { name = 'poison-capsule', count = 40, text = ' Poison Capsule' }, { name = 'piercing-rounds-magazine', count = 100, text = ' SMG AP Rounds' } },
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[10] = { { name = 'computer', count = 1, text = ' Teleporter Computer' }, { name = 'modular-armor', count = 1, text = ' Modular Armor' } },
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[11] = {
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{ name = 'solar-panel-equipment', count = 2, text = ' Portable Solar Panel' },
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{ name = 'battery-equipment', count = 1, text = ' MK1 Battery' },
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{ name = 'night-vision-equipment', count = 1, text = ' Night Vision Goggles' }
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},
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[12] = { { name = 'cluster-grenade', count = 20, text = ' Cluster Grenades' }, { name = 'piercing-shotgun-shell', count = 100, text = ' AP Shotgun Shells' } },
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[13] = { { name = 'flamethrower', count = 1, text = ' Flamethrower' }, { name = 'flamethrower-ammo', count = 50, text = ' Flamethrower Rounds' } },
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[14] = { { name = 'slowdown-capsule', count = 30, text = ' Slowdown Capsule' }, { name = 'piercing-rounds-magazine', count = 200, text = ' SMG Rounds' } },
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[15] = { { name = 'battery-equipment', count = 2, text = ' MK1 Battery' }, { name = 'solar-panel-equipment', count = 4, text = ' Portable Solar Panel' } },
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[16] = {
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{ name = 'energy-shield-equipment', count = 1, text = ' Energy Shield MK1' },
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{ name = 'cluster-grenade', count = 20, text = ' Cluster Grenades' },
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{ name = 'flamethrower-ammo', count = 50, text = ' Flamethrower Rounds' }
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},
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[17] = {
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{ name = 'energy-shield-equipment', count = 1, text = ' Energy Shield MK1' },
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{ name = 'land-mine', count = 50, text = ' Landmines' },
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{ name = 'piercing-rounds-magazine', count = 200, text = ' SMG Rounds' }
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},
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[18] = { { name = 'exoskeleton-equipment', count = 1, text = ' Exoskelet' }, { name = 'raw-fish', count = 50, text = ' Fish Food' } },
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[19] = {
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{ name = 'battery-mk2-equipment', count = 1, text = ' Armor Battery Mk2' },
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{ name = 'rocket-launcher', count = 1, text = ' Rocket Launcher' },
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{ name = 'rocket', count = 10, text = ' Rockets' }
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},
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[20] = { { name = 'power-armor', count = 1, text = ' Power Armor MK1' }, { name = 'computer', count = 1, text = ' Teleporter Computer' } },
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[21] = { { name = 'personal-roboport-equipment', count = 1, text = ' Armor Roboport MK1' }, { name = 'construction-robot', count = 10, text = ' Construction-Bots' } },
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[22] = { { name = 'personal-laser-defense-equipment', count = 1, text = ' Personal Laser Defense' }, { name = 'flamethrower-ammo', count = 100, text = ' Flamethrower Rounds' } },
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[23] = { { name = 'rocket', count = 40, text = ' Rockets' }, { name = 'cluster-grenade', count = 20, text = ' Cluster-Grenades' } },
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[24] = { { name = 'explosive-rocket', count = 40, text = ' Explosive Rockets' }, { name = 'piercing-rounds-magazine', count = 200, text = ' SMG Rounds' } },
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[25] = { { name = 'land-mine', count = 50, text = ' Landmines' }, { name = 'solar-panel-equipment', count = 2, text = ' Portable Solar Panel' } },
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[26] = { { name = 'uranium-rounds-magazine', count = 100, text = ' Uranium Rounds' } },
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[27] = { { name = 'energy-shield-equipment', count = 2, text = ' Energy Shield MK1' }, { name = 'poison-capsule', count = 50, text = ' Poison-Capsule' } },
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[28] = { { name = 'exoskeleton-equipment', count = 1, text = ' Exoskelet' }, { name = 'battery-mk2-equipment', count = 1, text = ' Armor Battery Mk2' } },
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[29] = { { name = 'distractor-capsule', count = 40, text = ' Distractor Bots' }, { name = 'personal-laser-defense-equipment', count = 2, text = ' Personal Laser Defense' } },
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[30] = { { name = 'fusion-reactor-equipment', count = 1, text = ' Fusion Reactor' }, { name = 'computer', count = 1, text = ' Teleporter Computer' } },
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[31] = { { name = 'uranium-rounds-magazine', count = 200, text = ' Uranium Rounds' }, { name = 'destroyer-capsule', count = 40, text = ' Destroyer Capsules' } },
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[32] = { { name = 'destroyer-capsule', count = 50, text = ' Destroyer Bots' } },
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[33] = { { name = 'power-armor-mk2', count = 1, text = ' Power Armor MK2' } },
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[34] = { { name = 'exoskeleton-equipment', count = 1, text = ' Exoskeleton' }, { name = 'uranium-rounds-magazine', count = 200, text = ' Uranium Rounds' } },
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[35] = { { name = 'energy-shield-mk2-equipment', count = 1, text = ' Energy Shield MK2' } },
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[36] = { { name = 'personal-roboport-mk2-equipment', count = 1, text = ' Personal Roboport MK2' } },
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[37] = { { name = 'personal-laser-defense-equipment', count = 2, text = ' Personal Laser Defense' } },
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[38] = { { name = 'fusion-reactor-equipment', count = 2, text = ' Fusion Reactor' }, { name = 'uranium-rounds-magazine', count = 400, text = ' Uranium Rounds' } },
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[39] = { { name = 'atomic-bomb', count = 10, text = ' Atomic Rockets' } },
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[40] = { { name = 'computer', count = 2, text = ' Teleporter Computer' }, { name = 'uranium-rounds-magazine', count = 500, text = ' Uranium Rounds' } }
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}
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local function create_reward_button(player)
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if not player.gui.top.rewards then
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local b = player.gui.top.add({ type = 'sprite-button', name = 'rewards', sprite = 'item/submachine-gun' })
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b.style.minimal_height = 38
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b.style.minimal_width = 38
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b.style.top_padding = 2
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b.style.left_padding = 4
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b.style.right_padding = 4
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b.style.bottom_padding = 2
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end
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end
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local function show_rewards(player)
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local get_score = Score.get_table().score_table
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if player.gui.left['rewards_panel'] then
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player.gui.left['rewards_panel'].destroy()
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end
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local frame = player.gui.left.add { type = 'frame', name = 'rewards_panel', direction = 'vertical' }
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local current_level = storage.rewards[player.name].level
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local next_level = current_level + 1
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local kill_score = get_score[player.force.name].players[player.name].killscore
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local next_level_score = ((3.5 + next_level) ^ 2.7 / 10) * 100
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local min_score = ((3.5 + current_level) ^ 2.7 / 10) * 100
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local t = frame.add { type = 'table', column_count = 2 }
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local l = t.add { type = 'label', caption = 'Combat Level: ' }
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l.style.font = 'default-bold'
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l.style.font_color = { r = 244, g = 212, b = 66 }
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l.style.minimal_width = 100
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local str = '0'
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if storage.rewards[player.name].level then
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str = tostring(current_level)
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end
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l = t.add { type = 'label', caption = str }
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l.style.font = 'default-bold'
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l.style.font_color = { r = 0.9, g = 0.9, b = 0.9 }
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l.style.minimal_width = 123
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t = frame.add { type = 'table', column_count = 1 }
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l = t.add { type = 'label', caption = 'Progress to Next Level: ' }
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l.style.font = 'default-bold'
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l.style.font_color = { r = 244, g = 212, b = 66 }
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l.style.minimal_width = 123
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t = frame.add { type = 'table', column_count = 1 }
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local value
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if kill_score then
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value = ((kill_score - min_score) / (floor(next_level_score) - min_score))
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end
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l = t.add { type = 'progressbar', value = value }
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l.style.font = 'default-bold'
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l.style.font_color = { r = 0.9, g = 0.9, b = 0.9 }
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l.style.minimal_width = 123
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l.style.height = 20
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t = frame.add { type = 'table', column_count = 1 }
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l = t.add { type = 'label', caption = 'Next Reward: ' }
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l.style.font = 'default-bold'
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l.style.font_color = { r = 244, g = 212, b = 66 }
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l.style.minimal_width = 123
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t = frame.add { type = 'table', column_count = 1 }
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for _, v in pairs(rewards_loot[next_level]) do
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str = '0'
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if storage.rewards[player.name].level then
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str = tostring(v.count .. ' ' .. v.text)
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end
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l = t.add { type = 'label', caption = str }
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l.style.font = 'default-bold'
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l.style.font_color = { r = 0.9, g = 0.9, b = 0.9 }
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l.style.minimal_width = 123
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end
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end
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local function rewards_gui(event)
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if not event then
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return
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end
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if not event.element then
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return
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end
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if not event.element.valid then
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return
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end
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local player = game.players[event.element.player_index]
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local name = event.element.name
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if name == 'rewards' then
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if player.gui.left['rewards_panel'] then
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player.gui.left['rewards_panel'].destroy()
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else
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show_rewards(player)
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end
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return
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end
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end
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-- Callback to trigger the player level
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local callback =
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Token.register(
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function (data)
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if #data.pos_list < 1 then
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return
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end
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for i = 1, #data.pos_list, 1 do
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if data.pos_list[i].distance >= data.run then
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data.surface.create_entity({ name = 'water-splash', position = data.pos_list[i].position })
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end
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end
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end
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)
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local function reward_messages(data)
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local player = data.player
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local item_rewards = data.rewards
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-- Check that the table isn't empty
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if #item_rewards < 1 then
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return
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end
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local print_text = ''
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player.surface.create_entity({ name = 'flying-text', position = { player.position.x, player.position.y }, text = 'Reached Combat Level: ' .. data.next_level, color = { r = 0.2, g = 1.0, b = 0.1 } })
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-- Loop through all of the rewards for this level and print out flying text
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for i = 1, #item_rewards, 1 do
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player.surface.create_entity({ name = 'flying-text', position = { player.position.x, player.position.y + (i * 0.5) }, text = item_rewards[i].text, color = { r = 1.0, g = 1.0, b = 1.0 } })
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if i > 1 then
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print_text = item_rewards[i].text .. ' ' .. print_text
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else
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print_text = item_rewards[i].text
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end
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end
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player.print('[INFO] Kill Score Level ' .. data.next_level .. ' Achieved! Rewards: ' .. print_text, { r = 1.0, g = 0.84, b = 0.36 })
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end
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local function kill_rewards(event)
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local get_score = Score.get_table().score_table
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if not event.cause then
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return
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end
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local player = event.cause.player
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local pinsert = player.insert
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local score = get_score[player.force.name]
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local kill_score = score.players[player.name].killscore
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-- If kill score isn't found don't run the other stuff
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if not kill_score then
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return
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end
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local surface = player.surface
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local center_position = surface.get_tile(player.position).position
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local current_level = storage.rewards[player.name].level
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local next_level_score = ((3.5 + current_level + 1) ^ 2.7 / 10) * 100
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if kill_score >= next_level_score then
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local next_level = current_level + 1
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storage.rewards[player.name].level = next_level
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-- Get item rewards for this level
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local leveled_list = {}
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for _, v in pairs(rewards_loot[next_level]) do
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insert(leveled_list, { text = '+' .. v.count .. v.text })
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end
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reward_messages({ player = player, rewards = leveled_list, next_level = next_level })
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-- Insert Item rewards into players inventory
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for k, item in pairs(rewards_loot[next_level]) do
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local inserted_count = pinsert { name = item.name, count = item.count }
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-- Check if player inventory is full, store remaining rewards in table
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if (item.count - inserted_count) > 0 then
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surface.spill_item_stack(center_position, { name = item.name, count = (item.count - inserted_count) }, true)
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player.print('[WARNING] Inventory Full, Rewards Dropped', { r = 1.0, g = 0.0, b = 0.0 })
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end
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end
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-- Creates the level up effect in a radius
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for i = 1, 5, 1 do
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local pos_list = {}
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local area = { left_top = { x = (center_position.x - i), y = (center_position.y - i) }, right_bottom = { x = (center_position.x + i + 1), y = (center_position.y + i + 1) } }
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for _, t in pairs(surface.find_tiles_filtered { area = area }) do
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local distance = floor(sqrt((center_position.x - t.position.x) ^ 2 + (center_position.y - t.position.y) ^ 2))
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if (distance <= i) then
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insert(pos_list, { position = { t.position.x + 1, t.position.y + 1 }, distance = distance })
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end
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end
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-- Sets each new timer for each tile expansions loop
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Task.set_timeout_in_ticks(10 + i * 10, callback, { pos_list = pos_list, surface = surface, run = i })
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end
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end
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-- Refresh GUI
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if event.cause then
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if event.cause.player then
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if event.cause.player.gui.left['rewards_panel'] then
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show_rewards(event.cause.player)
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end
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end
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end
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end
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local function check_data(event)
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local player = game.players[event.player_index]
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if not storage.rewards then
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storage.rewards = {}
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end
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if not storage.rewards[player.name] then
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storage.rewards[player.name] = { level = 0 }
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end
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if not storage.inventory_queue then
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storage.inventory_queue = {}
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end
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if not storage.inventory_queue[player.name] then
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storage.inventory_queue[player.name] = { items = {} }
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end
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create_reward_button(player)
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end
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Event.add(defines.events.on_entity_died, kill_rewards)
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Event.add(defines.events.on_player_joined_game, check_data)
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Event.add(defines.events.on_gui_click, rewards_gui)
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