1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00
ComfyFactorio/utils/player_modifiers.lua
2021-12-05 22:15:49 +01:00

212 lines
5.6 KiB
Lua

--Central to add all player modifiers together.
--Will overwrite character stats from other mods.
local Event = require 'utils.event'
local Global = require 'utils.global'
local round = math.round
local this = {
modifiers = {},
disabled_modifier = {}
}
Global.register(
this,
function(t)
this = t
end
)
local Public = {}
function Public.get(key)
if key then
return this[key]
else
return this
end
end
function Public.set(key, value)
if key and (value or value == false) then
this[key] = value
return this[key]
elseif key then
return this[key]
else
return this
end
end
local modifiers = {
[1] = 'character_build_distance_bonus',
[2] = 'character_crafting_speed_modifier',
[3] = 'character_health_bonus',
[4] = 'character_inventory_slots_bonus',
[5] = 'character_item_drop_distance_bonus',
[6] = 'character_item_pickup_distance_bonus',
[7] = 'character_loot_pickup_distance_bonus',
[8] = 'character_mining_speed_modifier',
[9] = 'character_reach_distance_bonus',
[10] = 'character_resource_reach_distance_bonus',
[11] = 'character_maximum_following_robot_count_bonus',
[12] = 'character_running_speed_modifier'
}
function Public.update_player_modifiers(player)
local player_modifiers = this.modifiers[player.index]
if not player_modifiers then
return
end
local disabled_modifiers = this.disabled_modifier[player.index]
if not disabled_modifiers then
return
end
for k, modifier in pairs(modifiers) do
local sum_value = 0
for _, value in pairs(player_modifiers[k]) do
sum_value = sum_value + value
end
if player.character then
if disabled_modifiers and disabled_modifiers[k] then
player[modifier] = 0
else
player[modifier] = round(sum_value, 8)
end
end
end
end
function Public.update_single_modifier(player, modifier, category, value)
local player_modifiers = this.modifiers[player.index]
if not player_modifiers then
return
end
if not modifier then
return
end
for k, _ in pairs(player_modifiers) do
if modifiers[k] == modifier and player_modifiers[k] then
if category then
if not player_modifiers[k][category] then
player_modifiers[k][category] = {}
end
player_modifiers[k][category] = value
else
player_modifiers[k] = value
end
end
end
end
function Public.disable_single_modifier(player, modifier, value)
local disabled_modifiers = this.disabled_modifier[player.index]
if not disabled_modifiers then
return
end
if not modifier then
return
end
for k, _ in pairs(modifiers) do
if modifiers[k] == modifier then
if value then
disabled_modifiers[k] = value
else
disabled_modifiers[k] = nil
end
end
end
end
function Public.get_single_modifier(player, modifier, category)
local player_modifiers = this.modifiers[player.index]
if not player_modifiers then
return
end
if not modifier then
return
end
for k, _ in pairs(player_modifiers) do
if modifiers[k] == modifier then
if category then
if player_modifiers[k] and player_modifiers[k][category] then
return player_modifiers[k][category]
end
else
if player_modifiers[k] then
return player_modifiers[k]
end
end
return false
end
end
return false
end
function Public.get_single_disabled_modifier(player, modifier, category)
local disabled_modifiers = this.disabled_modifier[player.index]
if not disabled_modifiers then
return
end
if not modifier then
return
end
for k, _ in pairs(disabled_modifiers) do
if modifiers[k] == modifier then
if category then
if disabled_modifiers[k] and disabled_modifiers[k][category] then
return disabled_modifiers[k][category]
end
else
if disabled_modifiers[k] then
return disabled_modifiers[k]
end
end
return false
end
end
return false
end
function Public.reset_player_modifiers(player)
if player and player.valid then
this.modifiers[player.index] = {}
this.disabled_modifier[player.index] = {}
for k, _ in pairs(modifiers) do
this.modifiers[player.index][k] = {}
end
Public.update_player_modifiers(player)
end
end
local function on_player_joined_game(event)
local player = game.get_player(event.player_index)
if this.modifiers[player.index] then
Public.update_player_modifiers(player)
return
end
Public.reset_player_modifiers(player)
end
local function on_player_respawned(event)
Public.update_player_modifiers(game.players[event.player_index])
end
local function on_player_removed(event)
if this.modifiers[event.player_index] then
this.modifiers[event.player_index] = nil
end
if this.disabled_modifier[event.player_index] then
this.disabled_modifier[event.player_index] = nil
end
end
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_player_respawned, on_player_respawned)
Event.add(defines.events.on_player_removed, on_player_removed)
return Public