mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-03-29 21:47:08 +02:00
269 lines
12 KiB
Lua
269 lines
12 KiB
Lua
local ScenarioTable = require 'maps.scrap_towny_ffa.table'
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local Event = require 'utils.event'
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local table_insert = table.insert
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local function position_tostring(position)
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return '[x=' .. position.x .. ',y=' .. position.y .. ']'
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end
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local upgrade_functions = {
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-- Upgrade Backpack
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[1] = function (player)
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local this = ScenarioTable.get_table()
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local surface = player.surface
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if player.character.character_inventory_slots_bonus + 5 > 100 then
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return false
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end
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player.character.character_inventory_slots_bonus = player.character.character_inventory_slots_bonus + 5
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if not this.buffs[player.index] then
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this.buffs[player.index] = {}
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end
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if not this.buffs[player.index].character_inventory_slots_bonus then
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this.buffs[player.index].character_inventory_slots_bonus = 0
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end
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this.buffs[player.index].character_inventory_slots_bonus = player.character.character_inventory_slots_bonus
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surface.play_sound({ path = 'utility/achievement_unlocked', position = player.physical_position, volume_modifier = 1 })
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return true
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end,
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-- Upgrade Pickaxe Speed
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[2] = function (player)
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local this = ScenarioTable.get_table()
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local surface = player.surface
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if player.character.character_mining_speed_modifier + 0.1 > 1 then
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return false
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end
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player.character.character_mining_speed_modifier = player.character.character_mining_speed_modifier + 0.1
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if not this.buffs[player.index] then
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this.buffs[player.index] = {}
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end
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if not this.buffs[player.index].character_mining_speed_modifier then
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this.buffs[player.index].character_mining_speed_modifier = 0
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end
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this.buffs[player.index].character_mining_speed_modifier = player.character.character_mining_speed_modifier
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surface.play_sound({ path = 'utility/achievement_unlocked', position = player.physical_position, volume_modifier = 1 })
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return true
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end,
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-- Upgrade Crafting Speed
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[3] = function (player)
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local this = ScenarioTable.get_table()
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local surface = player.surface
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if player.character.character_crafting_speed_modifier + 0.1 > 1 then
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return false
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end
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player.character.character_crafting_speed_modifier = player.character.character_crafting_speed_modifier + 0.1
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if not this.buffs[player.index] then
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this.buffs[player.index] = {}
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end
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if not this.buffs[player.index].character_crafting_speed_modifier then
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this.buffs[player.index].character_crafting_speed_modifier = 0
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end
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this.buffs[player.index].character_crafting_speed_modifier = player.character.character_crafting_speed_modifier
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surface.play_sound({ path = 'utility/achievement_unlocked', position = player.physical_position, volume_modifier = 1 })
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return true
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end,
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-- Set Spawn Point
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[4] = function (player)
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local this = ScenarioTable.get_table()
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local surface = player.surface
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local position = player.physical_position
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position = surface.find_non_colliding_position('character', position, 0, 0.25)
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if position ~= nil and player ~= nil then
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this.spawn_point[player.index] = { x = position.x, y = position.y }
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surface.play_sound({ path = 'utility/scenario_message', position = player.physical_position, volume_modifier = 1 })
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else
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for _, p in pairs(game.connected_players) do
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if p.surface == surface then
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p.create_local_flying_text({
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position = position,
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text = 'Could not find open space for spawnpoint!',
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color = { r = 0.77, g = 0.0, b = 0.0 }
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})
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end
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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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}
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local function clear_offers(market)
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for _ = 1, 256, 1 do
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local a = market.remove_market_item(1)
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if a == false then
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return
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end
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end
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end
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local function set_offers(market, player)
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local market_items = {}
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-- special offers are only for outlanders and rogues
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local special_offers = {}
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local force = player.force
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if force.index == game.forces['player'].index or force.index == game.forces['rogue'].index then
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if player.character.character_inventory_slots_bonus + 5 <= 100 then
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special_offers[1] = { { { 'coin', (player.character.character_inventory_slots_bonus / 5 + 1) * 50 } }, 'Upgrade Backpack +5 Slot' }
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else
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special_offers[1] = { {}, 'Maximum Backpack upgrades reached!' }
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end
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if player.character.character_mining_speed_modifier + 0.1 <= 1 then
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special_offers[2] = { { { 'coin', (player.character.character_mining_speed_modifier * 10 + 1) * 400 } }, 'Upgrade Mining Speed +10%' }
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else
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special_offers[2] = { {}, 'Maximum Mining Speed upgrades reached!' }
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end
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if player.character.character_crafting_speed_modifier + 0.1 <= 1 then
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special_offers[3] = { { { 'coin', (player.character.character_crafting_speed_modifier * 10 + 1) * 400 } }, 'Upgrade Crafting Speed +10%' }
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else
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special_offers[3] = { {}, 'Maximum Crafting Speed upgrades reached!' }
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end
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local spawn_point = 'Set Spawn Point'
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special_offers[4] = { {}, spawn_point }
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else
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local spawn_point = 'Set Spawn Point'
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special_offers[1] = { {}, spawn_point }
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end
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for _, v in pairs(special_offers) do
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table_insert(market_items, { price = v[1], offer = { type = 'nothing', effect_description = v[2] } })
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end
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-- coin purchases
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table_insert(market_items, { price = { { 'coin', 1 } }, offer = { type = 'give-item', item = 'raw-fish', count = 1 } })
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table_insert(market_items, { price = { { 'coin', 4 } }, offer = { type = 'give-item', item = 'firearm-magazine', count = 5 } })
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table_insert(market_items, { price = { { 'coin', 10 } }, offer = { type = 'give-item', item = 'grenade', count = 6 } })
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table_insert(market_items, { price = { { 'coin', 40 } }, offer = { type = 'give-item', item = 'piercing-rounds-magazine', count = 10 } })
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table_insert(market_items, { price = { { 'coin', 75 } }, offer = { type = 'give-item', item = 'heavy-armor', count = 1 } })
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table_insert(market_items, { price = { { 'coin', 150 } }, offer = { type = 'give-item', item = 'modular-armor', count = 1 } })
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-- scrap selling
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table_insert(market_items, { price = { { 'raw-fish', 1 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'wood', 7 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'copper-cable', 12 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'copper-plate', 5 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'iron-stick', 12 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'iron-gear-wheel', 3 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'iron-plate', 5 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'steel-plate', 1 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'barrel', 1 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'crude-oil-barrel', 1 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'heavy-oil-barrel', 1 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'light-oil-barrel', 1 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'lubricant-barrel', 1 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'petroleum-gas-barrel', 1 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'sulfuric-acid-barrel', 1 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'water-barrel', 1 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'electronic-circuit', 5 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'advanced-circuit', 1 } }, offer = { type = 'give-item', item = 'coin', count = 5 } })
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table_insert(market_items, { price = { { 'processing-unit', 1 } }, offer = { type = 'give-item', item = 'coin', count = 10 } })
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table_insert(market_items, { price = { { 'plastic-bar', 1 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'battery', 1 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'heat-pipe', 1 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'pipe', 8 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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table_insert(market_items, { price = { { 'pipe-to-ground', 1 } }, offer = { type = 'give-item', item = 'coin', count = 1 } })
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for _, item in pairs(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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local function refresh_offers(event)
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local player_index = event.player_index
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if player_index == nil then
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return
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end
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local player = game.players[event.player_index]
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local this = ScenarioTable.get_table()
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local market = event.entity or event.market
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if not market then
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return
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end
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if not market.valid then
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return
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end
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if market.name ~= 'crash-site-spaceship-market' then
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return
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end
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local key = position_tostring(market.position)
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local spaceship = this.spaceships[key]
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if not spaceship then
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return
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end
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clear_offers(market)
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set_offers(market, player)
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end
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local function offer_purchased(event)
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local this = ScenarioTable.get_table()
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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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if not upgrade_functions[offer_index] then
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return
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end
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local key = position_tostring(market.position)
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local spaceship = this.spaceships[key]
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if not spaceship then
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return
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end
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if upgrade_functions[offer_index](player) then
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-- reimburse extra purchased
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if count > 1 then
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local offers = market.get_market_items()
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if offers[offer_index].price ~= nil then
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local price = offers[offer_index].price[1].amount
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player.insert({ name = 'coin', count = price * (count - 1) })
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end
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end
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else
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-- reimburse purchase
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local offers = market.get_market_items()
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if offers[offer_index].price ~= nil then
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local price = offers[offer_index].price[1].amount
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player.insert({ name = 'coin', count = price * (count) })
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end
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end
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end
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local function on_gui_opened(event)
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local gui_type = event.gui_type
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if gui_type == defines.gui_type.entity then
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local entity = event.entity
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if entity ~= nil or entity.valid then
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-- crash-site-spaceship
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if entity.name == 'crash-site-spaceship-market' then
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refresh_offers(event)
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end
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end
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end
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end
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local function on_market_item_purchased(event)
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local market = event.market
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if market.name == 'crash-site-spaceship-market' then
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offer_purchased(event)
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refresh_offers(event)
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end
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end
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local function kill_spaceship(entity)
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local this = ScenarioTable.get_table()
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local key = position_tostring(entity.position)
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local spaceship = this.spaceships[key]
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if spaceship ~= nil then
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this.spaceships[key] = nil
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end
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end
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local function on_entity_died(event)
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local entity = event.entity
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if entity.name == 'crash-site-spaceship-market' then
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kill_spaceship(entity)
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end
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end
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Event.add(defines.events.on_gui_opened, on_gui_opened)
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Event.add(defines.events.on_market_item_purchased, on_market_item_purchased)
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Event.add(defines.events.on_entity_died, on_entity_died)
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