mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2024-12-30 23:17:53 +02:00
212 lines
5.6 KiB
Lua
212 lines
5.6 KiB
Lua
--Central to add all player modifiers together.
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--Will overwrite character stats from other mods.
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local Event = require 'utils.event'
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local Global = require 'utils.global'
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local round = math.round
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local this = {
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modifiers = {},
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disabled_modifier = {}
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}
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Global.register(
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this,
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function(t)
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this = t
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end
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)
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local Public = {}
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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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function Public.set(key, value)
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if key and (value or value == false) then
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this[key] = value
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return this[key]
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elseif 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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local modifiers = {
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[1] = 'character_build_distance_bonus',
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[2] = 'character_crafting_speed_modifier',
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[3] = 'character_health_bonus',
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[4] = 'character_inventory_slots_bonus',
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[5] = 'character_item_drop_distance_bonus',
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[6] = 'character_item_pickup_distance_bonus',
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[7] = 'character_loot_pickup_distance_bonus',
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[8] = 'character_mining_speed_modifier',
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[9] = 'character_reach_distance_bonus',
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[10] = 'character_resource_reach_distance_bonus',
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[11] = 'character_maximum_following_robot_count_bonus',
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[12] = 'character_running_speed_modifier'
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}
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function Public.update_player_modifiers(player)
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local player_modifiers = this.modifiers[player.index]
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if not player_modifiers then
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return
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end
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local disabled_modifiers = this.disabled_modifier[player.index]
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if not disabled_modifiers then
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return
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end
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for k, modifier in pairs(modifiers) do
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local sum_value = 0
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for _, value in pairs(player_modifiers[k]) do
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sum_value = sum_value + value
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end
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if player.character then
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if disabled_modifiers and disabled_modifiers[k] then
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player[modifier] = 0
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else
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player[modifier] = round(sum_value, 8)
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end
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end
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end
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end
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function Public.update_single_modifier(player, modifier, category, value)
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local player_modifiers = this.modifiers[player.index]
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if not player_modifiers then
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return
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end
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if not modifier then
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return
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end
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for k, _ in pairs(player_modifiers) do
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if modifiers[k] == modifier and player_modifiers[k] then
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if category then
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if not player_modifiers[k][category] then
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player_modifiers[k][category] = {}
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end
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player_modifiers[k][category] = value
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else
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player_modifiers[k] = value
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end
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end
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end
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end
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function Public.disable_single_modifier(player, modifier, value)
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local disabled_modifiers = this.disabled_modifier[player.index]
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if not disabled_modifiers then
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return
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end
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if not modifier then
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return
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end
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for k, _ in pairs(modifiers) do
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if modifiers[k] == modifier then
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if value then
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disabled_modifiers[k] = value
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else
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disabled_modifiers[k] = nil
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end
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end
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end
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end
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function Public.get_single_modifier(player, modifier, category)
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local player_modifiers = this.modifiers[player.index]
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if not player_modifiers then
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return
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end
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if not modifier then
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return
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end
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for k, _ in pairs(player_modifiers) do
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if modifiers[k] == modifier then
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if category then
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if player_modifiers[k] and player_modifiers[k][category] then
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return player_modifiers[k][category]
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end
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else
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if player_modifiers[k] then
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return player_modifiers[k]
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end
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end
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return false
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end
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end
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return false
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end
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function Public.get_single_disabled_modifier(player, modifier, category)
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local disabled_modifiers = this.disabled_modifier[player.index]
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if not disabled_modifiers then
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return
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end
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if not modifier then
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return
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end
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for k, _ in pairs(disabled_modifiers) do
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if modifiers[k] == modifier then
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if category then
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if disabled_modifiers[k] and disabled_modifiers[k][category] then
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return disabled_modifiers[k][category]
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end
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else
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if disabled_modifiers[k] then
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return disabled_modifiers[k]
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end
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end
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return false
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end
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end
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return false
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end
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function Public.reset_player_modifiers(player)
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if player and player.valid then
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this.modifiers[player.index] = {}
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this.disabled_modifier[player.index] = {}
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for k, _ in pairs(modifiers) do
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this.modifiers[player.index][k] = {}
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end
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Public.update_player_modifiers(player)
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end
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end
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local function on_player_joined_game(event)
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local player = game.get_player(event.player_index)
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if this.modifiers[player.index] then
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Public.update_player_modifiers(player)
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return
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end
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Public.reset_player_modifiers(player)
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end
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local function on_player_respawned(event)
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Public.update_player_modifiers(game.players[event.player_index])
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end
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local function on_player_removed(event)
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if this.modifiers[event.player_index] then
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this.modifiers[event.player_index] = nil
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end
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if this.disabled_modifier[event.player_index] then
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this.disabled_modifier[event.player_index] = nil
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end
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end
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Event.add(defines.events.on_player_joined_game, on_player_joined_game)
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Event.add(defines.events.on_player_respawned, on_player_respawned)
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Event.add(defines.events.on_player_removed, on_player_removed)
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return Public
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