mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-04 00:15:45 +02:00
564 lines
15 KiB
Lua
564 lines
15 KiB
Lua
-- one table to rule them all!
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local Global = require 'utils.global'
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local Spells = require 'modules.rpg.spells'
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local Event = require 'utils.event'
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local Gui = require 'utils.gui'
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local this = {
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rpg_extra = {},
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rpg_t = {},
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rpg_spells = Spells.conjure_items()
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}
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--! Gui Frames
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local settings_frame_name = Gui.uid_name()
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local save_button_name = Gui.uid_name()
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local discard_button_name = Gui.uid_name()
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local draw_main_frame_name = Gui.uid_name()
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local main_frame_name = Gui.uid_name()
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local settings_button_name = Gui.uid_name()
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local spell_gui_button_name = Gui.uid_name()
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local spell_gui_frame_name = Gui.uid_name()
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local enable_spawning_frame_name = Gui.uid_name()
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local spell1_button_name = Gui.uid_name()
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local spell2_button_name = Gui.uid_name()
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local spell3_button_name = Gui.uid_name()
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Global.register(
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this,
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function(tbl)
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this = tbl
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end
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)
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local Public = {}
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Public.points_per_level = 5
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Public.experience_levels = {0}
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for a = 1, 4999, 1 do -- max level
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Public.experience_levels[#Public.experience_levels + 1] = Public.experience_levels[#Public.experience_levels] + a * 8
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end
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Public.gui_settings_levels = {
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['reset_text_label'] = 50,
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['stone_path_label'] = 20,
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['one_punch_label'] = 30,
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['flameboots_label'] = 100,
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['explosive_bullets_label'] = 50
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}
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Public.die_cause = {
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['ammo-turret'] = true,
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['electric-turret'] = true,
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['fluid-turret'] = true
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}
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Public.nth_tick = 18001
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Public.visuals_delay = 1800
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Public.xp_floating_text_color = {157, 157, 157}
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Public.enemy_types = {
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['unit'] = true,
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['unit-spawner'] = true,
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['turret'] = true
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}
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Public.classes = {
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['engineer'] = 'ENGINEER',
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['strength'] = 'MINER',
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['magicka'] = 'SCIENTIST',
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['dexterity'] = 'BEASTMASTER',
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['vitality'] = 'SOLDIER'
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}
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Public.auto_allocate_nodes = {
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{'allocations.deactivated'},
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{'allocations.str'},
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{'allocations.mag'},
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{'allocations.dex'},
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{'allocations.vit'}
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}
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Public.auto_allocate_nodes_func = {
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'Deactivated',
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'Strength',
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'Magicka',
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'Dexterity',
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'Vitality'
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}
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function Public.reset_table()
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this.rpg_extra.debug = false
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this.rpg_extra.breached_walls = 1
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this.rpg_extra.reward_new_players = 0
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this.rpg_extra.level_limit_enabled = false
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this.rpg_extra.global_pool = 0
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this.rpg_extra.heal_modifier = 2
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this.rpg_extra.personal_tax_rate = 0.3
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this.rpg_extra.leftover_pool = 0
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this.rpg_extra.turret_kills_to_global_pool = true
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this.rpg_extra.difficulty = false
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this.rpg_extra.surface_name = 'nauvis'
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this.rpg_extra.enable_health_and_mana_bars = false
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this.rpg_extra.enable_mana = false
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this.rpg_extra.mana_limit = 100000
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this.rpg_extra.enable_wave_defense = false
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this.rpg_extra.enable_flame_boots = false
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this.rpg_extra.enable_explosive_bullets = false
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this.rpg_extra.enable_explosive_bullets_globally = false
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this.rpg_extra.mana_per_tick = 0.1
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this.rpg_extra.xp_modifier_when_mining = 0.0045
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this.rpg_extra.force_mana_per_tick = false
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this.rpg_extra.enable_stone_path = false
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this.rpg_extra.enable_auto_allocate = false
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this.rpg_extra.enable_one_punch = true
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this.rpg_extra.enable_one_punch_globally = false
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this.rpg_extra.disable_get_heal_modifier_from_using_fish = false
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this.rpg_extra.tweaked_crafting_items = {
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['red-wire'] = true,
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['green-wire'] = true,
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['stone-furnace'] = true,
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['wooden-chest'] = true,
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['copper-cable'] = true,
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['iron-stick'] = true,
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['iron-gear-wheel'] = true,
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['pipe'] = true
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}
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this.tweaked_crafting_items_enabled = false
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this.rpg_t = {}
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this.rpg_extra.rpg_xp_yield = {
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['behemoth-biter'] = 16,
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['behemoth-spitter'] = 16,
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['behemoth-worm-turret'] = 64,
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['big-biter'] = 8,
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['big-spitter'] = 8,
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['big-worm-turret'] = 48,
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['biter-spawner'] = 64,
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['character'] = 16,
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['gun-turret'] = 8,
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['laser-turret'] = 16,
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['medium-biter'] = 4,
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['medium-spitter'] = 4,
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['medium-worm-turret'] = 32,
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['small-biter'] = 1,
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['small-spitter'] = 1,
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['small-worm-turret'] = 16,
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['spitter-spawner'] = 64
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}
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end
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--- Gets value from table
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---@param key <string>
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function Public.get(key)
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if key then
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return this[key]
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else
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return this
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end
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end
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--- Gets value from player rpg_t table
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---@param key <string>
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---@param value <string>
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function Public.get_value_from_player(key, value)
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if key and value then
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if (this.rpg_t[key] and this.rpg_t[key][value]) then
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return this.rpg_t[key][value]
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end
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return false
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end
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if key then
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if this.rpg_t[key] then
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return this.rpg_t[key]
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end
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return false
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end
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return false
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end
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--- Sets value to player rpg_t table
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---@param key <string>
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---@param value <string>
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---@param setter <string>
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function Public.set_value_to_player(key, value, setter)
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if key and value then
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if (this.rpg_t[key] and this.rpg_t[key][value]) then
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this.rpg_t[key][value] = setter or false
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elseif (this.rpg_t[key] and not this.rpg_t[key][value]) then
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this.rpg_t[key][value] = setter or false
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end
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end
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end
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--- Sets a new table to rpg_t table
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---@param key <string>
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---@param tbl <string>
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function Public.set_new_player_tbl(key, tbl)
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if key and tbl then
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if type(tbl) ~= 'table' then
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return error('Given parameter is not a table.')
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end
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this.rpg_t[key] = tbl
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return this.rpg_t[key]
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end
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end
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--- Removes a player from rpg_t table
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---@param key <LuaPlayerIndex>
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function Public.remove_player(index)
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if index then
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if this.rpg_t[index] then
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this.rpg_t[index] = nil
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end
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end
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end
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--- Sets value to table
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---@param key <string>
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function Public.set(key)
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if key then
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return this[key]
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else
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return this
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end
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end
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--- Toggle debug - when you need to troubleshoot.
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function Public.toggle_debug()
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if this.rpg_extra.debug then
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this.rpg_extra.debug = false
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else
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this.rpg_extra.debug = true
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end
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return this.rpg_extra.debug
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end
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--- Toggle debug - when you need to troubleshoot.
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function Public.toggle_debug_one_punch()
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if this.rpg_extra.debug_one_punch then
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this.rpg_extra.debug_one_punch = false
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else
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this.rpg_extra.debug_one_punch = true
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end
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return this.rpg_extra.debug_one_punch
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end
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--- Debug only - when you need to troubleshoot.
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---@param str <string>
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function Public.debug_log(str)
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if not this.rpg_extra.debug then
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return
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end
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print(str)
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end
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--- Sets surface name for rpg_v2 to use
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---@param name <string>
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function Public.set_surface_name(name)
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if name then
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this.rpg_extra.surface_name = name
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else
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return error('No surface name given.', 2)
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end
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return this.rpg_extra.surface_name
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end
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--- Enables the bars that shows above the player character.
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--- If you disable mana but enable <enable_health_and_mana_bars> then only health will be shown
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---@param value <boolean>
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function Public.enable_health_and_mana_bars(value)
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if value then
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this.rpg_extra.enable_health_and_mana_bars = value
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else
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this.rpg_extra.enable_health_and_mana_bars = false
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end
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return this.rpg_extra.enable_health_and_mana_bars
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end
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--- Enables the mana feature that allows players to spawn entities.
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---@param value <boolean>
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function Public.enable_mana(value)
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if value then
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this.rpg_extra.enable_mana = value
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else
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this.rpg_extra.enable_mana = false
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end
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return this.rpg_extra.enable_mana
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end
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--- This should only be enabled if wave_defense is enabled.
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--- It boosts the amount of xp the players get after x amount of waves.
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---@param value <boolean>
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function Public.enable_wave_defense(value)
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if value then
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this.rpg_extra.enable_wave_defense = value
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else
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this.rpg_extra.enable_wave_defense = false
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end
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return this.rpg_extra.enable_wave_defense
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end
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--- Enables/disabled flame boots.
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---@param value <boolean>
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function Public.enable_flame_boots(value)
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if value then
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this.rpg_extra.enable_flame_boots = value
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else
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this.rpg_extra.enable_flame_boots = false
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end
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return this.rpg_extra.enable_flame_boots
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end
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--- Enables/disabled explosive bullets globally.
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---@param value <boolean>
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function Public.enable_explosive_bullets_globally(value)
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if value then
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this.rpg_extra.enable_explosive_bullets_globally = value
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else
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this.rpg_extra.enable_explosive_bullets_globally = false
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end
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return this.rpg_extra.enable_explosive_bullets_globally
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end
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--- Fetches if the explosive bullets module is activated globally.
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function Public.get_explosive_bullets()
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return this.rpg_extra.enable_explosive_bullets_globally
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end
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--- Enables/disabled explosive bullets.
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---@param value <boolean>
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function Public.enable_explosive_bullets(value)
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if value then
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this.rpg_extra.enable_explosive_bullets = value
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else
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this.rpg_extra.enable_explosive_bullets = false
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end
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return this.rpg_extra.enable_explosive_bullets
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end
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--- Fetches if the explosive bullets module is activated.
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function Public.get_explosive_bullets()
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return this.rpg_extra.enable_explosive_bullets
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end
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--- Enables/disabled personal tax.
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---@param value <boolean>
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function Public.personal_tax_rate(value)
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if value then
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this.rpg_extra.personal_tax_rate = value
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else
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this.rpg_extra.personal_tax_rate = false
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end
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return this.rpg_extra.personal_tax_rate
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end
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--- Enables/disabled stone-path-tile creation on mined.
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---@param value <boolean>
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function Public.enable_stone_path(value)
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if value then
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this.rpg_extra.enable_stone_path = value
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else
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this.rpg_extra.enable_stone_path = false
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end
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return this.rpg_extra.enable_stone_path
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end
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--- Enables/disabled auto-allocations of skill-points.
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---@param value <boolean>
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function Public.enable_auto_allocate(value)
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if value then
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this.rpg_extra.enable_auto_allocate = value
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else
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this.rpg_extra.enable_auto_allocate = false
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end
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return this.rpg_extra.enable_auto_allocate
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end
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--- Enables/disabled stone-path-tile creation on mined.
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---@param value <boolean>
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function Public.enable_one_punch(value)
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if value then
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this.rpg_extra.enable_one_punch = value
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else
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this.rpg_extra.enable_one_punch = false
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end
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return this.rpg_extra.enable_one_punch
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end
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--- Enables/disabled stone-path-tile creation on mined.
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---@param value <boolean>
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function Public.enable_one_punch_globally(value)
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if value then
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this.rpg_extra.enable_one_punch_globally = value
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else
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this.rpg_extra.enable_one_punch_globally = false
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end
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return this.rpg_extra.enable_one_punch_globally
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end
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--- Retrieves the spells table or a given spell.
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---@param key <string>
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function Public.get_spells(key)
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if this.rpg_spells[key] then
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return this.rpg_spells[key]
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else
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return this.rpg_spells
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end
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end
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--- Disables a spell.
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---@param key <string/table>
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-- Table would look like:
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-- Public.disable_spell({1, 2, 3, 4, 5, 6, 7, 8})
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function Public.disable_spell(key)
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if type(key) == 'table' then
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for _, k in pairs(key) do
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this.rpg_spells[k].enabled = false
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end
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elseif this.rpg_spells[key] then
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this.rpg_spells[key].enabled = false
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end
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end
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--- Clears the spell table.
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function Public.clear_spell_table()
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this.rpg_spells = {}
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end
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--- Adds a spell to the rpg_spells
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---@param tbl <table>
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function Public.set_new_spell(tbl)
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if tbl then
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if not tbl.name then
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return error('A spell requires a name. <string>', 2)
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end
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if not tbl.entityName then
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return error('A spell requires an object to create. <string>', 2)
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end
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if not tbl.target then
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return error('A spell requires position. <boolean>', 2)
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end
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if not tbl.amount then
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return error('A spell requires an amount of creation. <integer>', 2)
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end
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if not tbl.range then
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return error('A spell requires a range. <integer>', 2)
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end
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if not tbl.damage then
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return error('A spell requires damage. <damage-area=true/false>', 2)
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end
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if not tbl.force then
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return error('A spell requires a force. <string>', 2)
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end
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if not tbl.level then
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return error('A spell requires a level. <integer>', 2)
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end
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if not tbl.type then
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return error('A spell requires a type. <item/entity/special>', 2)
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end
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if not tbl.mana_cost then
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return error('A spell requires mana_cost. <integer>', 2)
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end
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if not tbl.tick then
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return error('A spell requires tick. <integer>', 2)
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end
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if not tbl.enabled then
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return error('A spell requires enabled. <boolean>', 2)
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end
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this.rpg_spells[#this.rpg_spells + 1] = tbl
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end
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end
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--- This rebuilds all spells. Make sure to make changes on_init if you don't
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-- want all spells enabled.
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function Public.rebuild_spells(rebuild)
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local spells = this.rpg_spells
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local new_spells = {}
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local spell_names = {}
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for i = 1, #spells do
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if spells[i].enabled then
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new_spells[#new_spells + 1] = spells[i]
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spell_names[#spell_names + 1] = spells[i].name
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end
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end
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if rebuild then
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this.rpg_spells = new_spells
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end
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return new_spells, spell_names
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end
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--- This will disable the cooldown of all spells.
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function Public.disable_cooldowns_on_spells()
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local spells = this.rpg_spells
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local new_spells = {}
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for i = 1, #spells do
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if spells[i].enabled then
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spells[i].tick = 0
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new_spells[#new_spells + 1] = spells[i]
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end
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end
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this.rpg_spells = new_spells
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return new_spells
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end
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function Public.tweaked_crafting_items(tbl)
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if not tbl then
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return
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end
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if type(type) ~= 'table' then
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return
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end
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|
|
this.tweaked_crafting_items = tbl
|
|
|
|
return this.tweaked_crafting_items
|
|
end
|
|
|
|
Public.get_projectiles = Spells.projectile_types
|
|
Public.settings_frame_name = settings_frame_name
|
|
Public.save_button_name = save_button_name
|
|
Public.discard_button_name = discard_button_name
|
|
Public.draw_main_frame_name = draw_main_frame_name
|
|
Public.main_frame_name = main_frame_name
|
|
Public.settings_button_name = settings_button_name
|
|
Public.spell_gui_button_name = spell_gui_button_name
|
|
Public.spell_gui_frame_name = spell_gui_frame_name
|
|
Public.enable_spawning_frame_name = enable_spawning_frame_name
|
|
Public.spell1_button_name = spell1_button_name
|
|
Public.spell2_button_name = spell2_button_name
|
|
Public.spell3_button_name = spell3_button_name
|
|
|
|
local on_init = function()
|
|
Public.reset_table()
|
|
end
|
|
|
|
Event.on_init(on_init)
|
|
|
|
return Public
|