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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-16 02:47:48 +02:00
ComfyFactorio/modules/rewards.lua

296 lines
15 KiB
Lua

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