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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-04-11 11:21:54 +02:00
2024-09-15 22:22:30 +01:00

392 lines
14 KiB
Lua

-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/ComfyFactory/ComfyFactorio and https://github.com/danielmartin0/ComfyFactorio-Pirates.
local Memory = require 'maps.pirates.memory'
local Math = require 'maps.pirates.math'
-- local Balance = require 'maps.pirates.balance'
local Common = require 'maps.pirates.common'
local CoreData = require 'maps.pirates.coredata'
local Utils = require 'maps.pirates.utils_local'
local _inspect = require 'utils.inspect'.inspect
--
local IslandEnum = require 'maps.pirates.surfaces.islands.island_enum'
-- local Raffle = require 'maps.pirates.raffle'
-- local ShopCovered = require 'maps.pirates.shop.covered'
-- local Classes = require 'maps.pirates.roles.classes'
-- local Loot = require 'maps.pirates.loot'
local Public = {}
local enum = {
MARKET1 = 'market1',
FURNACE1 = 'furnace1',
}
Public.enum = enum
Public[enum.MARKET1] = require 'maps.pirates.structures.quest_structures.market1.market1'
Public[enum.FURNACE1] = require 'maps.pirates.structures.quest_structures.furnace1.furnace1'
function Public.choose_quest_structure_type()
local destination = Common.current_destination()
local subtype = destination.subtype
if subtype == IslandEnum.enum.WALKWAYS then
return enum.MARKET1
end
-- Furnace quests are more interesting after that rather than collecting stone furnaces
if Common.overworldx() >= 600 then
return enum.FURNACE1
end
if Math.random(3) == 1 then
return enum.MARKET1
else
return enum.FURNACE1
end
end
function Public.initialise_cached_quest_structure(position, quest_structure_type)
local destination = Common.current_destination()
local surface = game.surfaces[destination.surface_name]
if quest_structure_type == enum.MARKET1 then
local structurePath = Public[enum.MARKET1]
local structureData = structurePath.Data.step1
local entry_price = structurePath.entry_price()
local special = Utils.deepcopy(structureData)
special.position = position
if not destination.dynamic_data.structures_waiting_to_be_placed then
destination.dynamic_data.structures_waiting_to_be_placed = {}
end
destination.dynamic_data.structures_waiting_to_be_placed[#destination.dynamic_data.structures_waiting_to_be_placed + 1] = { data = special, tick = game.tick }
local rendering1 = rendering.draw_text {
surface = surface,
target = { x = position.x + 2.65, y = position.y - 1.3 },
color = CoreData.colors.renderingtext_green,
scale = 1.5,
font = 'default-game',
alignment = 'right',
}
local rendering2 = rendering.draw_sprite {
sprite = 'item/' .. entry_price.name,
surface = surface,
target = { x = position.x + 3.5, y = position.y - 0.65 },
x_scale = 1.5,
y_scale = 1.5
}
local rendering3 = rendering.draw_text {
surface = surface,
target = { x = position.x + 0.5, y = position.y + 1.05 },
color = CoreData.colors.renderingtext_green,
scale = 1,
font = 'default-game',
alignment = 'center',
text = { 'pirates.quest_structure_market_2' },
}
local rendering4 = rendering.draw_text {
surface = surface,
target = { x = position.x + 0.5, y = position.y + 1.7 },
color = CoreData.colors.renderingtext_green,
scale = 1,
font = 'default-game',
alignment = 'center',
text = { 'pirates.quest_structure_market_3' },
}
destination.dynamic_data.quest_structure_data = {
quest_structure_type = quest_structure_type,
position = position,
state = 'covered',
entry_price = entry_price,
rendering1 = rendering1,
rendering2 = rendering2,
rendering3 = rendering3,
rendering4 = rendering4,
completion_counter = 0,
}
elseif quest_structure_type == enum.FURNACE1 then
local structurePath = Public[enum.FURNACE1]
local structureData = structurePath.Data.step1
local entry_price = structurePath.entry_price()
local special = Utils.deepcopy(structureData)
special.position = position
if not destination.dynamic_data.structures_waiting_to_be_placed then
destination.dynamic_data.structures_waiting_to_be_placed = {}
end
destination.dynamic_data.structures_waiting_to_be_placed[#destination.dynamic_data.structures_waiting_to_be_placed + 1] = { data = special, tick = game.tick }
local rendering0 = rendering.draw_text {
surface = surface,
target = { x = position.x + 2.15, y = position.y - 2.35 },
color = CoreData.colors.renderingtext_green,
scale = 1.5,
font = 'default-game',
alignment = 'center',
text = { 'pirates.quest_structure_furnace_1' },
}
local rendering1 = rendering.draw_text {
surface = surface,
target = { x = position.x + 2.3, y = position.y - 1.15 },
color = CoreData.colors.renderingtext_green,
scale = 1.5,
font = 'default-game',
alignment = 'right',
}
local rendering2 = rendering.draw_sprite {
sprite = 'item/' .. entry_price.name,
surface = surface,
target = { x = position.x + 3.15, y = position.y - 0.5 },
x_scale = 1.5,
y_scale = 1.5
}
local rendering3 = rendering.draw_text {
surface = surface,
target = { x = position.x + 2.15, y = position.y + 1.7 },
color = CoreData.colors.renderingtext_green,
scale = 1,
font = 'default-game',
alignment = 'center',
text = { 'pirates.quest_structure_furnace_2' },
}
local rendering4 = rendering.draw_text {
surface = surface,
target = { x = position.x + 2.15, y = position.y + 2.35 },
color = CoreData.colors.renderingtext_green,
scale = 1,
font = 'default-game',
alignment = 'center',
text = { 'pirates.quest_structure_furnace_3' },
}
local rendering5 = rendering.draw_text {
surface = surface,
target = { x = position.x + 2.15, y = position.y + 3.0 },
color = CoreData.colors.renderingtext_green,
scale = 1,
font = 'default-game',
alignment = 'center',
text = { 'pirates.quest_structure_furnace_4' },
}
destination.dynamic_data.quest_structure_data = {
quest_structure_type = quest_structure_type,
position = position,
state = 'covered',
rendering0 = rendering0,
rendering1 = rendering1,
rendering2 = rendering2,
rendering3 = rendering3,
rendering4 = rendering4,
rendering5 = rendering5,
entry_price = entry_price,
completion_counter = 0,
}
end
log('quest structure position: ' .. position.x .. ', ' .. position.y)
end
function Public.create_quest_structure_entities(name)
if name == enum.MARKET1 .. '_step1' then
local structurePath = Public[enum.MARKET1]
structurePath.create_step1_entities()
elseif name == enum.MARKET1 .. '_step2' then
local structurePath = Public[enum.MARKET1]
structurePath.create_step2_entities()
elseif name == enum.FURNACE1 .. '_step1' then
local structurePath = Public[enum.FURNACE1]
structurePath.create_step1_entities()
elseif name == enum.FURNACE1 .. '_step2' then
local structurePath = Public[enum.FURNACE1]
structurePath.create_step2_entities()
end
end
function Public.tick_quest_structure_entry_price_check()
if Common.activecrewcount() == 0 then return end
-- function Public.tick_quest_structure_entry_price_check(tickinterval)
local memory = Memory.get_crew_memory()
if memory.game_lost then return end
local destination = Common.current_destination()
if not (destination and destination.dynamic_data) then return end
local quest_structure_data = destination.dynamic_data.quest_structure_data
if not quest_structure_data then return end
if quest_structure_data.quest_structure_type == enum.MARKET1 then
local blue_chest = quest_structure_data.blue_chest
local red_chest = quest_structure_data.red_chest
if not (blue_chest and blue_chest.valid and red_chest and red_chest.valid) then return end
local blue_inv = quest_structure_data.blue_chest.get_inventory(defines.inventory.chest)
local red_inv = quest_structure_data.red_chest.get_inventory(defines.inventory.chest)
local blue_contents = blue_inv.get_contents()
local entry_price = quest_structure_data.entry_price
for k, v in pairs(blue_contents) do
if quest_structure_data.state == 'covered' and k == entry_price.name then
quest_structure_data.completion_counter = quest_structure_data.completion_counter + v
else
-- @FIX: power armor loses components, items lose health!
-- Clarification: putting items in quest structure input chests, "repairs" them. For ex.: inserting ammo restores full stack (giving slight amount of ammo for free). Inserting broken items, repairs them, etc.
red_inv.insert({ name = k, count = v });
end
blue_inv.remove({ name = k, count = v });
end
if quest_structure_data.state == 'covered' then
if quest_structure_data.completion_counter >= entry_price.count then
quest_structure_data.state = 'uncovered'
rendering.destroy(quest_structure_data.rendering1)
rendering.destroy(quest_structure_data.rendering2)
rendering.destroy(quest_structure_data.rendering3)
rendering.destroy(quest_structure_data.rendering4)
local special = Utils.deepcopy(Public[enum.MARKET1].Data.step2)
special.position = quest_structure_data.position
destination.dynamic_data.structures_waiting_to_be_placed[#destination.dynamic_data.structures_waiting_to_be_placed + 1] = { data = special, tick = game.tick }
else
if quest_structure_data.rendering1 then
rendering.set_text(quest_structure_data.rendering1, { 'pirates.quest_structure_market_1', entry_price.count - quest_structure_data.completion_counter })
end
end
end
elseif quest_structure_data.quest_structure_type == enum.FURNACE1 then
local blue_chests = quest_structure_data.blue_chests
local red_chests = quest_structure_data.red_chests
if not (blue_chests and blue_chests[1] and blue_chests[1].valid and blue_chests[2] and blue_chests[2].valid and blue_chests[3] and blue_chests[3].valid and red_chests and red_chests[1] and red_chests[1].valid and red_chests[2] and red_chests[2].valid and red_chests[3] and red_chests[3].valid) then return end
local blue_invs = {}
blue_invs[1] = quest_structure_data.blue_chests[1].get_inventory(defines.inventory.chest)
blue_invs[2] = quest_structure_data.blue_chests[2].get_inventory(defines.inventory.chest)
blue_invs[3] = quest_structure_data.blue_chests[3].get_inventory(defines.inventory.chest)
local red_invs = {}
red_invs[1] = quest_structure_data.red_chests[1].get_inventory(defines.inventory.chest)
red_invs[2] = quest_structure_data.red_chests[2].get_inventory(defines.inventory.chest)
red_invs[3] = quest_structure_data.red_chests[3].get_inventory(defines.inventory.chest)
local blue_contents = {}
blue_contents[1] = blue_invs[1].get_contents()
blue_contents[2] = blue_invs[2].get_contents()
blue_contents[3] = blue_invs[3].get_contents()
local entry_price = quest_structure_data.entry_price --fields {name, count, batchSize, batchRawMaterials}
if quest_structure_data.state == 'covered' then
local removed = 0
local available = { 0, 0, 0 }
for i = 1, 3 do
local contents = blue_contents[i]
for k, v in pairs(contents) do
if k == entry_price.name then
available[i] = available[i] + v
else
blue_invs[i].remove({ name = k, count = v });
red_invs[i].insert({ name = k, count = v });
end
end
end
for i = 1, 3 do
local to_remove_1 = Math.min(available[i] - (available[i] % entry_price.batchSize), entry_price.count - quest_structure_data.completion_counter)
if to_remove_1 > 0 then
blue_invs[i].remove({ name = entry_price.name, count = to_remove_1 });
available[i] = available[i] - to_remove_1
removed = removed + to_remove_1
end
if (available[i] + (available[i - 1] or 0) + (available[i - 2] or 0)) >= entry_price.batchSize then --remove one more batch
local counter = entry_price.batchSize
if available[i - 1] and available[i - 1] > 0 then
blue_invs[i - 1].remove({ name = entry_price.name, count = available[i - 1] });
available[i - 1] = 0
counter = counter - available[i - 1]
end
if available[i - 2] and available[i - 2] > 0 then
blue_invs[i - 2].remove({ name = entry_price.name, count = available[i - 2] });
available[i - 2] = 0
counter = counter - available[i - 2]
end
blue_invs[i].remove({ name = entry_price.name, count = counter });
removed = removed + entry_price.batchSize
end
end
if removed > 0 then
quest_structure_data.completion_counter = quest_structure_data.completion_counter + removed
local count = 1
for k, v in pairs(entry_price.batchRawMaterials) do
red_invs[count].insert({ name = k, count = v * removed / entry_price.batchSize });
count = count + 1
end
end
if quest_structure_data.completion_counter >= entry_price.count then
quest_structure_data.state = 'uncovered'
rendering.destroy(quest_structure_data.rendering0)
rendering.destroy(quest_structure_data.rendering1)
rendering.destroy(quest_structure_data.rendering2)
rendering.destroy(quest_structure_data.rendering3)
rendering.destroy(quest_structure_data.rendering4)
rendering.destroy(quest_structure_data.rendering5)
local special = Utils.deepcopy(Public[enum.FURNACE1].Data.step2)
special.position = quest_structure_data.position
destination.dynamic_data.structures_waiting_to_be_placed[#destination.dynamic_data.structures_waiting_to_be_placed + 1] = { data = special, tick = game.tick }
else
if quest_structure_data.rendering1 then
rendering.set_text(quest_structure_data.rendering1, entry_price.count - quest_structure_data.completion_counter .. ' x')
end
end
else
local removed = 0
for i = 1, 3 do
local contents = blue_contents[i]
for k, v in pairs(contents) do
if k == entry_price.name then
blue_invs[i].remove({ name = k, count = v });
removed = removed + v
else
blue_invs[i].remove({ name = k, count = v });
red_invs[i].insert({ name = k, count = v });
end
end
end
if removed > 0 then
local count = 1
for k, v in pairs(entry_price.batchRawMaterials) do
local item_count = v * removed / entry_price.batchSize
item_count = math.floor(item_count)
if item_count > 0 then
red_invs[count].insert({ name = k, count = item_count });
count = count + 1
else
log('Error (non-critical): item_count is not positive. v: ' .. v .. '; removed: ' .. removed .. '; entry_price.batchSize: ' .. entry_price.batchSize)
end
end
end
end
end
end
return Public