mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2024-12-26 22:56:43 +02:00
213 lines
7.9 KiB
Lua
213 lines
7.9 KiB
Lua
--luacheck: ignore
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local Public = {}
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local Constants = require 'maps.cave_miner_v2.constants'
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local Functions = require 'maps.cave_miner_v2.functions'
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local LootRaffle = require 'utils.functions.loot_raffle'
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local math_floor = math.floor
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local math_random = math.random
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local function get_item_blacklist(tier)
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local blacklist = LootRaffle.get_tech_blacklist(tier * 0.05)
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blacklist['discharge-defense-remote'] = true
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blacklist['express-loader'] = true
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blacklist['fast-loader'] = true
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blacklist['landfill'] = true
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blacklist['loader'] = true
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blacklist['railgun'] = true
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blacklist['railgun-dart'] = true
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blacklist['raw-fish'] = true
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blacklist['wood'] = true
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return blacklist
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end
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local special_slots = {
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[1] = function(market, cave_miner)
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local pickaxe_tiers = Constants.pickaxe_tiers
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local tier = cave_miner.pickaxe_tier + 1
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if pickaxe_tiers[tier] then
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local item_stacks = LootRaffle.roll(math.floor(tier ^ 3.65) + 8, 100, get_item_blacklist(tier))
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local price = {}
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for _, item_stack in pairs(item_stacks) do
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table.insert(price, {name = item_stack.name, amount = item_stack.count})
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end
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market.add_market_item({price = price, offer = {type = 'nothing', effect_description = 'Upgrade pickaxe to tier ' .. tier .. ': ' .. pickaxe_tiers[tier]}})
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else
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market.add_market_item({price = price, offer = {type = 'nothing', effect_description = 'Maximum pickaxe upgrade reached!'}})
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end
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end,
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[2] = function(market, cave_miner)
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local tier = (market.force.character_inventory_slots_bonus + 2) * 0.5
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local item_stacks = LootRaffle.roll(math.floor(tier ^ 3.50) + 8, 100, get_item_blacklist(tier))
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local price = {}
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for _, item_stack in pairs(item_stacks) do
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table.insert(price, {name = item_stack.name, amount = item_stack.count})
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end
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market.add_market_item({price = price, offer = {type = 'nothing', effect_description = 'Upgrade backpack to tier ' .. tier}})
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return tier
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end,
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[3] = function(market, cave_miner)
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local tier_pickaxe = cave_miner.pickaxe_tier + 1
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local tier_backpack = (market.force.character_inventory_slots_bonus + 2) * 0.5
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market.add_market_item({price = {{name = 'raw-fish', amount = (tier_pickaxe + tier_backpack)}}, offer = {type = 'nothing', effect_description = 'Reroll offers'}})
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end
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}
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function Public.refresh_offer(market, cave_miner, slot)
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local offers = market.get_market_items()
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market.clear_market_items()
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for k, offer in pairs(offers) do
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if k == slot then
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special_slots[k](market, cave_miner)
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else
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market.add_market_item(offer)
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end
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end
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end
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function Public.spawn(cave_miner)
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local surface = game.surfaces.nauvis
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local market = surface.create_entity({name = 'market', position = {0, 0}, force = 'player'})
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rendering.draw_light(
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{
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sprite = 'utility/light_medium',
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scale = 7,
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intensity = 0.8,
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minimum_darkness = 0,
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oriented = true,
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color = {255, 255, 255},
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target = market,
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surface = surface,
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visible = true,
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only_in_alt_mode = false
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}
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)
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market.destructible = false
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market.minable = false
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for i = 1, 3, 1 do
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special_slots[i](market, cave_miner)
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end
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for _, item in pairs(Constants.spawn_market_items) do
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market.add_market_item(item)
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end
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end
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function Public.offer_bought(event, cave_miner)
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local player = game.players[event.player_index]
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local market = event.market
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local offer_index = event.offer_index
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local count = event.count
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local offers = market.get_market_items()
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local bought_offer = offers[offer_index].offer
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if bought_offer.type ~= 'nothing' then
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return
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end
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if offer_index == 1 and Constants.pickaxe_tiers[cave_miner.pickaxe_tier + 1] then
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market.force.play_sound({path = 'utility/new_objective', volume_modifier = 0.75})
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cave_miner.pickaxe_tier = cave_miner.pickaxe_tier + 1
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local speed = Functions.set_mining_speed(cave_miner, player.force)
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game.print('Pickaxe has been upgraded to: ' .. Constants.pickaxe_tiers[cave_miner.pickaxe_tier] .. '!')
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Public.refresh_offer(market, cave_miner, 1)
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Public.refresh_offer(market, cave_miner, 3)
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Functions.update_top_gui(cave_miner)
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return
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end
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if offer_index == 2 then
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market.force.character_inventory_slots_bonus = market.force.character_inventory_slots_bonus + 2
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market.force.play_sound({path = 'utility/new_objective', volume_modifier = 0.75})
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game.print('Backpack has been upgraded to tier ' .. (market.force.character_inventory_slots_bonus + 2) * 0.5 .. '!')
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Public.refresh_offer(market, cave_miner, 2)
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Public.refresh_offer(market, cave_miner, 3)
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Functions.update_top_gui(cave_miner, 2)
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return
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end
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if offer_index == 3 then
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if cave_miner.last_reroll_player_name ~= player.name then
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game.print(player.name .. ' is rerolling market offers.')
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cave_miner.last_reroll_player_name = player.name
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end
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Public.refresh_offer(market, cave_miner, 1)
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Public.refresh_offer(market, cave_miner, 2)
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Public.refresh_offer(market, cave_miner, 3)
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end
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end
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function Public.spawn_random_cave_market(surface, position)
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local r = 64
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if surface.count_entities_filtered({name = 'market', area = {{position.x - r, position.y - r}, {position.x + r, position.y + r}}}) > 0 then
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return
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end
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local difficulty_modifier = Functions.get_difficulty_modifier(position)
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local market = surface.create_entity({name = 'market', position = position, force = 'player'})
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local worth = math_floor(difficulty_modifier * 10000) + 256
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local blacklist = LootRaffle.get_tech_blacklist(difficulty_modifier + 0.20)
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blacklist['discharge-defense-remote'] = true
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blacklist['landfill'] = true
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blacklist['copper-cable'] = true
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blacklist['iron-stick'] = true
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blacklist['raw-fish'] = true
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local items = {}
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for _ = 1, 2, 1 do
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local item_sells = LootRaffle.roll(worth, 3, blacklist)
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for _, item_stack in pairs(item_sells) do
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items[item_stack.name] = LootRaffle.get_item_value(item_stack.name)
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end
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end
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for name, value in pairs(items) do
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local value = value * math_random(20, 36) * 0.01
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local count = 1
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if value < 1 then
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count = math_floor(1 / value)
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value = 1
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end
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value = math_floor(value)
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market.add_market_item({price = {{'raw-fish', value}}, offer = {type = 'give-item', item = name, count = count}})
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end
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blacklist['wood'] = true
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blacklist['express-loader'] = true
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blacklist['fast-loader'] = true
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blacklist['loader'] = true
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local items = {}
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for _ = 1, 2, 1 do
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local item_buys = LootRaffle.roll(worth, 3, blacklist)
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for _, item_stack in pairs(item_buys) do
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items[item_stack.name] = LootRaffle.get_item_value(item_stack.name)
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end
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end
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for name, value in pairs(items) do
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local value = value * math_random(4, 8) * 0.01
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local count = 1
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if value < 1 then
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count = math_floor(1 / value)
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value = 1
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end
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value = math_floor(value)
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market.add_market_item({price = {{name, count}}, offer = {type = 'give-item', item = 'raw-fish', count = value}})
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end
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rendering.draw_light(
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{
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sprite = 'utility/light_medium',
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scale = 3,
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intensity = 0.8,
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minimum_darkness = 0,
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oriented = true,
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color = {255, 255, 255},
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target = market,
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surface = surface,
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visible = true,
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only_in_alt_mode = false
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}
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)
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market.destructible = false
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market.minable = false
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end
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return Public
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