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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-03-29 21:47:08 +02:00
2024-10-25 16:15:09 +02:00

269 lines
12 KiB
Lua

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