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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-03 13:12:11 +02:00
ComfyFactorio/maps/pirates/roles/tick_functions.lua
2024-09-11 15:49:57 +01:00

419 lines
15 KiB
Lua

--luacheck: ignore
--luacheck ignores because tickinterval arguments are a code templating choice...
local Memory = require 'maps.pirates.memory'
local Structures = require 'maps.pirates.structures.structures'
local Boats = require 'maps.pirates.structures.boats.boats'
local Surfaces = require 'maps.pirates.surfaces.surfaces'
local Classes = require 'maps.pirates.roles.classes'
local Balance = require 'maps.pirates.balance'
local Common = require 'maps.pirates.common'
local CoreData = require 'maps.pirates.coredata'
local Math = require 'maps.pirates.math'
local _inspect = require 'utils.inspect'.inspect
local Public = {}
-- Copied from modules
local function discharge_accumulators(surface, position, force, power_needs)
local accumulators = surface.find_entities_filtered {name = 'accumulator', force = force, position = position, radius = 13}
local power_drained = 0
power_needs = power_needs
for _, accu in pairs(accumulators) do
if accu.valid then
if accu.energy > 3000000 and power_needs > 0 then
if power_needs >= 1000000 then
power_drained = power_drained + 1000000
accu.energy = accu.energy - 1000000
power_needs = power_needs - 1000000
else
power_drained = power_drained + power_needs
accu.energy = accu.energy - power_needs
end
elseif power_needs <= 0 then
break
end
end
end
return power_drained
end
-- NOTE: You can currently switch between classes shaman -> iron leg -> shaman, without losing your shaman charge, but I'm too lazy to fix.
function Public.class_update_auxiliary_data(tickinterval)
local memory = Memory.get_crew_memory()
if not memory.classes_table then return end
local class_auxiliary_data = memory.class_auxiliary_data
local crew = Common.crew_get_crew_members()
local processed_players = {}
for _, player in pairs(crew) do
local player_index = player.index
if Classes.get_class(player_index) == Classes.enum.IRON_LEG then
if (not class_auxiliary_data[player_index]) then
class_auxiliary_data[player_index] = {}
end
local data = class_auxiliary_data[player_index]
processed_players[player_index] = true
local check
if Common.validate_player_and_character(player) then
local inv = player.character.get_inventory(defines.inventory.character_main)
if inv and inv.valid then
local count = inv.get_item_count('iron-ore')
if count and count >= Balance.iron_leg_iron_ore_required then
check = true
end
end
end
if check then
data.iron_leg_active = true
else
data.iron_leg_active = false
end
elseif Classes.get_class(player_index) == Classes.enum.SHAMAN then
if (not class_auxiliary_data[player_index]) then
class_auxiliary_data[player_index] = {}
class_auxiliary_data[player_index].shaman_charge = 0
end
local data = class_auxiliary_data[player_index]
processed_players[player_index] = true
if data.shaman_charge < Balance.shaman_max_charge then
-- charge from accumulators
local power_need = Balance.shaman_max_charge - data.shaman_charge
local energy = discharge_accumulators(player.surface, player.position, memory.force, power_need)
data.shaman_charge = data.shaman_charge + energy
-- charge from sun pasively
data.shaman_charge = data.shaman_charge + (1 - player.surface.daytime) * Balance.shaman_passive_charge * (tickinterval / 60)
data.shaman_charge = Math.min(data.shaman_charge, Balance.shaman_max_charge)
end
end
end
for k, _ in pairs(class_auxiliary_data) do
if not processed_players[k] then
class_auxiliary_data[k] = nil
end
end
end
function Public.class_renderings(tickinterval)
local memory = Memory.get_crew_memory()
if not memory.classes_table then return end
local class_renderings = memory.class_renderings
local crew = Common.crew_get_crew_members()
local processed_players = {}
for _, player in pairs(crew) do
local player_index = player.index
local class = Classes.get_class(player_index)
if class then
if not class_renderings[player_index] then class_renderings[player_index] = {} end
local rendering_data = class_renderings[player_index]
local r = rendering_data.rendering
local c = rendering_data.class
processed_players[player_index] = true
local data = memory.class_auxiliary_data[player_index]
-- if Common.validate_player_and_character(player) and (c ~= Classes.enum.IRON_LEG or (memory.class_auxiliary_data[player_index] and memory.class_auxiliary_data[player_index].iron_leg_active)) then
if Common.validate_player_and_character(player) then
if class == c then
if r and rendering.is_valid(r) then
rendering.set_target(r, player.character)
end
else
if r and rendering.is_valid(r) then
rendering.destroy(r)
end
if class == Classes.enum.QUARTERMASTER then
class_renderings[player_index] = {
rendering = rendering.draw_circle{
surface = player.surface,
target = player.character,
color = CoreData.colors.quartermaster_rendering,
filled = false,
radius = Balance.quartermaster_range,
only_in_alt_mode = true,
draw_on_ground = true,
}
}
elseif class == Classes.enum.SAMURAI then
class_renderings[player_index] = {
rendering = rendering.draw_circle{
surface = player.surface,
target = player.character,
color = CoreData.colors.toughness_rendering,
filled = false,
radius = 1 - Balance.samurai_damage_taken_multiplier,
only_in_alt_mode = false,
draw_on_ground = true,
}
}
elseif class == Classes.enum.HATAMOTO then
class_renderings[player_index] = {
rendering = rendering.draw_circle{
surface = player.surface,
target = player.character,
color = CoreData.colors.toughness_rendering,
filled = false,
radius = 1 - Balance.hatamoto_damage_taken_multiplier,
only_in_alt_mode = false,
draw_on_ground = true,
}
}
elseif class == Classes.enum.IRON_LEG and data and data.iron_leg_active then
class_renderings[player_index] = {
rendering = rendering.draw_circle{
surface = player.surface,
target = player.character,
color = CoreData.colors.toughness_rendering,
filled = false,
radius = 1 - Balance.iron_leg_damage_taken_multiplier,
only_in_alt_mode = false,
draw_on_ground = true,
}
}
elseif class == Classes.enum.MEDIC then
class_renderings[player_index] = {
rendering = rendering.draw_circle{
surface = player.surface,
target = player.character,
color = CoreData.colors.healing_radius_rendering,
filled = false,
radius = Balance.medic_heal_radius,
only_in_alt_mode = true,
draw_on_ground = true,
}
}
elseif class == Classes.enum.DOCTOR then
class_renderings[player_index] = {
rendering = rendering.draw_circle{
surface = player.surface,
target = player.character,
color = CoreData.colors.healing_radius_rendering,
filled = false,
radius = Balance.doctor_heal_radius,
only_in_alt_mode = true,
draw_on_ground = true,
}
}
elseif class == Classes.enum.SHAMAN and data and data.shaman_charge and data.shaman_charge > 0 then
local max_render_radius = 3
local radius = max_render_radius * (data.shaman_charge / Balance.shaman_max_charge)
class_renderings[player_index] = {
rendering = rendering.draw_circle{
surface = player.surface,
target = player.character,
color = CoreData.colors.shaman_charge_rendering,
filled = true,
radius = radius,
only_in_alt_mode = false,
draw_on_ground = true,
}
}
elseif class == Classes.enum.LUMINOUS then
class_renderings[player_index] = {
rendering = rendering.draw_light({
surface = player.surface,
target = player.character,
color = {r = 1, g = 1, b = 1},
sprite = 'utility/light_medium',
scale = 10,
intensity = 0.8,
minimum_darkness = 0,
oriented = true,
visible = true,
only_in_alt_mode = false
})
}
end
end
else
if r then
rendering.destroy(r)
end
class_renderings[player_index] = nil
end
end
end
for k, data in pairs(class_renderings) do
if not processed_players[k] then
local r = data.rendering
if r and rendering.is_valid(r) then
rendering.destroy(r)
end
class_renderings[k] = nil
end
end
end
function Public.update_character_properties(tickinterval)
local memory = Memory.get_crew_memory()
local crew = Common.crew_get_crew_members()
for _, player in pairs(crew) do
if Common.validate_player_and_character(player) then
local player_index = player.index
local character = player.character
local class = Classes.get_class(player_index)
local speed_boost = Balance.base_extra_character_speed
if memory.speed_boost_characters and memory.speed_boost_characters[player_index] then
speed_boost = speed_boost * Balance.respawn_speed_boost
end
if memory.players_to_last_landmine_placement_tick and memory.players_to_last_landmine_placement_tick[player_index] and game.tick < memory.players_to_last_landmine_placement_tick[player_index] + Balance.landmine_speed_nerf_seconds * 60 then
speed_boost = speed_boost * Balance.landmine_speed_nerf
end
if class then
--local max_reach_bonus = 0
-- if memory.classes_table[player_index] == Classes.enum.DECKHAND then
-- max_reach_bonus = Math.max(max_reach_bonus, 6)
-- character.character_build_distance_bonus = 6
-- else
-- character.character_build_distance_bonus = 0
-- end
if class == Classes.enum.FISHERMAN then
character.character_reach_distance_bonus = Balance.fisherman_reach_bonus
elseif class == Classes.enum.MASTER_ANGLER then
character.character_reach_distance_bonus = Balance.master_angler_reach_bonus
elseif class == Classes.enum.DREDGER then
character.character_reach_distance_bonus = Balance.dredger_reach_bonus
else
character.character_reach_distance_bonus = 0
end
if class == Classes.enum.SCOUT then
speed_boost = speed_boost * Balance.scout_extra_speed
elseif (class == Classes.enum.DECKHAND) or (class == Classes.enum.BOATSWAIN) or (class == Classes.enum.SHORESMAN) then
local surfacedata = Surfaces.SurfacesCommon.decode_surface_name(player.surface.name)
local type = surfacedata.type
local on_ship_bool = (type == Surfaces.enum.HOLD) or (type == Surfaces.enum.CABIN) or (type == Surfaces.enum.CROWSNEST) or (player.surface.name == memory.boat.surface_name and Boats.on_boat(memory.boat, player.position))
local hold_bool = (type == Surfaces.enum.HOLD)
if class == Classes.enum.DECKHAND then
if on_ship_bool and (not hold_bool) then
speed_boost = speed_boost * Balance.deckhand_extra_speed
end
elseif class == Classes.enum.BOATSWAIN then
if hold_bool then
speed_boost = speed_boost * Balance.boatswain_extra_speed
end
elseif class == Classes.enum.SHORESMAN then
if not on_ship_bool then
speed_boost = speed_boost * Balance.shoresman_extra_speed
end
end
end
end
character.character_running_speed_modifier = speed_boost - 1
-- If they're a SAMURAI or HATAMOTO, and have a weapon equipped, unequip it:
if class == Classes.enum.SAMURAI or class == Classes.enum.HATAMOTO then
if not Common.validate_player(player) then return end
local main_gun_inv = player.get_inventory(defines.inventory.character_guns)[1]
if main_gun_inv.valid_for_read then
local main_inv = player.get_main_inventory()
if main_inv.can_insert(main_gun_inv) then
main_inv.insert(main_gun_inv)
else
main_gun_inv.drop()
end
main_gun_inv.clear()
end
end
-- == DO NOT DO THIS!: Removing inventory slots is evil. The player can spill inventory
-- if Common.is_captain(player) then
-- if player.character and player.character.valid then
-- player.character_inventory_slots_bonus = 20
-- end
-- else
-- if player.character and player.character.valid then
-- player.character_inventory_slots_bonus = 0
-- end
-- end
end
end
end
function Public.class_rewards_tick(tickinterval)
--assuming tickinterval = 7 seconds for now
local memory = Memory.get_crew_memory()
local crew = Common.crew_get_crew_members()
for _, player in pairs(crew) do
local class = Classes.get_class(player.index)
if Common.validate_player_and_character(player) and
game.tick % tickinterval == 0 and
class and
not Boats.is_boat_at_sea() and --it is possible to spend infinite time here, so don't give out freebies
(
class == Classes.enum.DECKHAND or
class == Classes.enum.SHORESMAN or
class == Classes.enum.BOATSWAIN or
class == Classes.enum.QUARTERMASTER
)
then --watch out for this line! (why?)
local surfacedata = Surfaces.SurfacesCommon.decode_surface_name(player.surface.name)
local type = surfacedata.type
local on_ship_bool = (type == Surfaces.enum.HOLD) or (type == Surfaces.enum.CABIN) or (type == Surfaces.enum.CROWSNEST) or (player.surface.name == memory.boat.surface_name and Boats.on_boat(memory.boat, player.position))
local hold_bool = (type == Surfaces.enum.HOLD)
if class == Classes.enum.DECKHAND and on_ship_bool and (not hold_bool) then
Classes.class_ore_grant(player, Balance.deckhand_ore_grant_multiplier)
elseif class == Classes.enum.BOATSWAIN and hold_bool then
Classes.class_ore_grant(player, Balance.boatswain_ore_grant_multiplier)
elseif class == Classes.enum.SHORESMAN and (not on_ship_bool) then
Classes.class_ore_grant(player, Balance.shoresman_ore_grant_multiplier)
elseif class == Classes.enum.QUARTERMASTER then
local nearby_players = #player.surface.find_entities_filtered{position = player.position, radius = Balance.quartermaster_range, name = 'character'}
if nearby_players > 1 then
Classes.class_ore_grant(player, nearby_players - 1)
end
end
end
-- Smoldering class is disabled
-- if memory.classes_table and memory.classes_table[player.index] then
-- if game.tick % tickinterval == 0 and Common.validate_player_and_character(player) then
-- if memory.classes_table[player.index] == Classes.enum.SMOLDERING then
-- local inv = player.get_inventory(defines.inventory.character_main)
-- if not (inv and inv.valid) then return end
-- local max_coal = 50
-- -- local max_transfer = 1
-- local wood_count = inv.get_item_count('wood')
-- local coal_count = inv.get_item_count('coal')
-- if wood_count >= 1 and coal_count < max_coal then
-- -- local count = Math.min(wood_count, max_coal-coal_count, max_transfer)
-- local count = 1
-- inv.remove({name = 'wood', count = count})
-- inv.insert({name = 'coal', count = count})
-- Common.flying_text_small(player.surface, player.position, '[item=coal]')
-- end
-- end
-- end
-- end
end
end
return Public