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ComfyFactorio/maps/cave_miner_v2/market.lua
2024-01-28 20:42:28 +01:00

213 lines
7.9 KiB
Lua

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