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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-16 02:47:48 +02:00
ComfyFactorio/modules/rpg/spells.lua
2024-10-26 13:05:31 +02:00

1627 lines
48 KiB
Lua

local Public = require 'modules.rpg.table'
local Task = require 'utils.task_token'
local Ai = require 'modules.ai'
local Gui = require 'utils.gui'
local Modifiers = require 'utils.player_modifiers'
local spells = {}
local random = math.random
local floor = math.floor
local states = {
['attack'] = 'fire-smoke',
['support'] = 'poison-capsule-smoke'
}
local repeat_sound_token
local repair_buildings =
Task.register(
function (data)
local entity = data.entity
if entity and entity.valid then
local rng = 0.1
if random(1, 5) == 1 then
rng = 0.2
elseif random(1, 8) == 1 then
rng = 0.4
end
local to_heal = entity.max_health * rng
if entity.health and to_heal then
entity.health = entity.health + to_heal
end
end
end
)
repeat_sound_token =
Task.register(
function (event)
local player_index = event.player_index
local player = game.get_player(player_index)
if not player or not player.valid then
return
end
local sound = event.sound or 'utility/armor_insert'
if event.once then
player.play_sound { path = sound, volume_modifier = 1 }
if player.character ~= nil then
player.character.surface.create_entity({ name = 'water-splash', position = player.physical_position })
end
return
end
local tick = event.tick
local now = game.tick
if now >= tick then
return
end
player.play_sound { path = sound, volume_modifier = 1 }
if player.character ~= nil then
player.character.surface.create_entity({ name = 'water-splash', position = player.physical_position })
end
Task.set_timeout_in_ticks(30, repeat_sound_token, event)
end
)
local x_marks_the_spot_token =
Task.register(
function (event)
local player_index = event.player_index
local old_surface_index = event.old_surface_index
local player = game.get_player(player_index)
if not player or not player.valid then
return
end
local old_position = event.old_position
if not old_position then
return
end
player.teleport(old_position, old_surface_index)
Task.set_timeout_in_ticks(5, repeat_sound_token, { player_index = player.index, sound = 'utility/new_objective', once = true })
end
)
local function get_area(pos, dist)
local area = {
left_top = {
x = pos.x - dist,
y = pos.y - dist
},
right_bottom = {
x = pos.x + dist,
y = pos.y + dist
}
}
return area
end
local levels = {
[150] = { length = 26, max_spread = 6 },
[250] = { length = 27, max_spread = 6 },
[350] = { length = 28, max_spread = 7 },
[450] = { length = 29, max_spread = 7 },
[550] = { length = 30, max_spread = 8 },
[650] = { length = 31, max_spread = 8 }
}
local function get_level_data(player_level)
local closest_level = nil
for level, _ in pairs(levels) do
if player_level >= level then
closest_level = level
else
break
end
end
if closest_level then
return levels[closest_level]
else
return { length = 18, max_spread = 4 }
end
end
local function area_of_effect(player, position, state, radius, callback, find_entities)
if not radius then
return
end
local cs = player.surface
local cp = position or player.physical_position
if radius and radius > 256 then
radius = 256
end
local area = get_area(cp, radius)
if not states[state] then
return
end
for x = area.left_top.x, area.right_bottom.x, 1 do
for y = area.left_top.y, area.right_bottom.y, 1 do
local d = floor((cp.x - x) ^ 2 + (cp.y - y) ^ 2)
if d < radius then
local p = { x = x, y = y }
if find_entities then
for _, e in pairs(cs.find_entities({ { p.x - 1, p.y - 1 }, { p.x + 1, p.y + 1 } })) do
if e and e.valid and e.name ~= 'character' and e.health and e.destructible and e.type ~= 'simple-entity' and e.type ~= 'simple-entity-with-owner' then
callback(e, p)
end
end
else
callback(p)
end
cs.create_trivial_smoke({ name = states[state], position = p })
end
end
end
end
local restore_movement_speed_token =
Task.register(
function (event)
local player_index = event.player_index
local player = game.get_player(player_index)
if not player or not player.valid then
return
end
Modifiers.update_single_modifier(player, 'character_running_speed_modifier', 'rpg_spell', 0)
Modifiers.update_player_modifiers(player)
end
)
local function do_projectile(player_surface, name, _position, _force, target, max_range)
player_surface.create_entity(
{
name = name,
position = _position,
force = _force,
source = _position,
target = target or nil,
max_range = max_range or nil,
speed = 0.4,
fast_replace = true,
create_build_effect_smoke = false
}
)
return true
end
local function create_projectiles(data)
local self = data.self
local player = data.player
local rpg_t = data.rpg_t
local damage_entity = data.damage_entity
local position = data.position
local surface = data.surface
local force = data.force
local target_pos = data.target_pos
local range = data.range
local projectile_types = Public.projectile_types
if self.aoe then
for _ = 1, self.amount do
if self.mana_cost > rpg_t.mana then
break
end
local damage_area = {
left_top = { x = position.x - 2, y = position.y - 2 },
right_bottom = { x = position.x + 2, y = position.y + 2 }
}
do_projectile(surface, projectile_types[self.entityName].name, position, force, target_pos, range)
Public.remove_mana(player, self.mana_cost)
rpg_t.amount = rpg_t.amount + 1
if self.damage then
for _, e in pairs(surface.find_entities_filtered({ area = damage_area })) do
damage_entity(e)
end
end
end
else
local damage_area = {
left_top = { x = position.x - 2, y = position.y - 2 },
right_bottom = { x = position.x + 2, y = position.y + 2 }
}
do_projectile(surface, projectile_types[self.entityName].name, position, force, target_pos, range)
Public.remove_mana(player, self.mana_cost)
if self.damage then
for _, e in pairs(surface.find_entities_filtered({ area = damage_area })) do
damage_entity(e)
end
end
end
Public.cast_spell(player)
return true
end
local function create_entity(data)
local self = data.self
local player = data.player
local rpg_t = data.rpg_t
local position = data.position
local surface = data.surface
local force = data.force
local tame_unit_effects = data.tame_unit_effects
local last_spell_cast = rpg_t.last_spell_cast
if last_spell_cast then
if Public.get_last_spell_cast(player) then
Public.cast_spell(player, true)
return false
end
end
Public.set_last_spell_cast(player, position)
if self.biter then
if surface.can_place_entity { name = self.entityName, position = position } then
local e = surface.create_entity({ name = self.entityName, position = position, force = force })
tame_unit_effects(player, e)
Public.remove_mana(player, self.mana_cost)
return true
else
Public.cast_spell(player, true)
return false
end
end
if self.aoe then
local has_cast = false
for x = 1, -1, -1 do
for y = 1, -1, -1 do
local pos = { x = position.x + x, y = position.y + y }
if surface.can_place_entity { name = self.entityName, position = pos } then
if self.mana_cost > rpg_t.mana then
break
end
local e = surface.create_entity({ name = self.entityName, position = pos, force = force })
has_cast = true
e.direction = player.character.direction
Public.remove_mana(player, self.mana_cost)
rpg_t.amount = rpg_t.amount + 1
end
end
end
if has_cast then
return true
else
Public.cast_spell(player, true)
return false
end
else
if surface.can_place_entity { name = self.entityName, position = position } then
local e = surface.create_entity({ name = self.entityName, position = position, force = force })
e.direction = player.character.direction
Public.remove_mana(player, self.mana_cost)
else
Public.cast_spell(player, true)
return false
end
end
Public.cast_spell(player)
return true
end
local function insert_onto(data)
local self = data.self
local player = data.player
local rpg_t = data.rpg_t
if self.aoe then
for _ = 1, self.amount do
if self.mana_cost > rpg_t.mana then
break
end
player.insert({ name = self.entityName, count = self.amount })
Public.remove_mana(player, self.mana_cost)
rpg_t.amount = rpg_t.amount + 1
end
else
player.insert({ name = self.entityName, count = self.amount })
Public.remove_mana(player, self.mana_cost)
end
Public.cast_spell(player)
return true
end
spells[#spells + 1] = {
name = { 'entity-name.stone-wall' },
entityName = 'stone-wall',
level = 1,
type = 'item',
mana_cost = 30,
cooldown = 70,
aoe = true,
enabled = true,
sprite = 'recipe/stone-wall',
tooltip = 'Spawns some walls',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.wooden-chest' },
entityName = 'wooden-chest',
level = 1,
type = 'item',
mana_cost = 40,
cooldown = 70,
aoe = true,
enabled = true,
sprite = 'recipe/wooden-chest',
tooltip = 'Spawns some wooden chests',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.iron-chest' },
entityName = 'iron-chest',
level = 1,
type = 'item',
mana_cost = 50,
cooldown = 70,
aoe = true,
enabled = true,
sprite = 'recipe/iron-chest',
tooltip = 'Spawns some iron chests',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.steel-chest' },
entityName = 'steel-chest',
level = 30,
type = 'item',
mana_cost = 100,
cooldown = 70,
aoe = true,
enabled = true,
sprite = 'recipe/steel-chest',
tooltip = 'Spawns some steel chests',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.transport-belt' },
entityName = 'transport-belt',
level = 1,
type = 'item',
mana_cost = 30,
cooldown = 70,
aoe = true,
enabled = true,
sprite = 'recipe/transport-belt',
tooltip = 'Spawns some transport belts',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.fast-transport-belt' },
entityName = 'fast-transport-belt',
level = 10,
type = 'item',
mana_cost = 50,
cooldown = 70,
aoe = true,
enabled = true,
sprite = 'recipe/fast-transport-belt',
tooltip = 'Spawns some fast transport belts',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.express-transport-belt' },
entityName = 'express-transport-belt',
level = 20,
type = 'item',
mana_cost = 80,
cooldown = 70,
aoe = true,
enabled = true,
sprite = 'recipe/express-transport-belt',
tooltip = 'Spawns some express transport belts',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.underground-belt' },
entityName = 'underground-belt',
level = 1,
type = 'item',
mana_cost = 30,
cooldown = 70,
aoe = true,
enabled = true,
sprite = 'recipe/underground-belt',
tooltip = 'Spawns some underground belts',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.fast-underground-belt' },
entityName = 'fast-underground-belt',
level = 10,
type = 'item',
mana_cost = 50,
cooldown = 70,
aoe = true,
enabled = true,
sprite = 'recipe/fast-underground-belt',
tooltip = 'Spawns some fast underground belts',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.express-underground-belt' },
entityName = 'express-underground-belt',
level = 20,
type = 'item',
mana_cost = 80,
cooldown = 70,
aoe = true,
enabled = true,
sprite = 'recipe/express-underground-belt',
tooltip = 'Spawns some express underground belts',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.pipe' },
entityName = 'pipe',
level = 1,
type = 'item',
mana_cost = 30,
cooldown = 100,
aoe = true,
enabled = true,
sprite = 'recipe/pipe',
tooltip = 'Spawns some pipes',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.pipe-to-ground' },
entityName = 'pipe-to-ground',
level = 1,
type = 'item',
mana_cost = 60,
cooldown = 70,
aoe = true,
enabled = true,
sprite = 'recipe/pipe-to-ground',
tooltip = 'Spawns some pipe to ground',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.tree' },
entityName = 'tree-05',
level = 20,
type = 'entity',
mana_cost = 30,
cooldown = 300,
aoe = true,
enabled = true,
sprite = 'entity/tree-05',
tooltip = 'Spawns some trees',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.big-sand-rock' },
entityName = 'big-sand-rock',
level = 60,
type = 'entity',
mana_cost = 60,
cooldown = 300,
aoe = true,
enabled = true,
sprite = 'entity/big-sand-rock',
tooltip = 'Spawns some sandy rocks',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.small-biter' },
entityName = 'small-biter',
level = 30,
biter = true,
type = 'entity',
mana_cost = 50,
cooldown = 200,
enabled = true,
sprite = 'entity/small-biter',
tooltip = 'Spawns a small biter',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.small-spitter' },
entityName = 'small-spitter',
level = 30,
biter = true,
type = 'entity',
mana_cost = 50,
cooldown = 200,
enabled = true,
sprite = 'entity/small-spitter',
tooltip = 'Spawns a small spitter',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.medium-biter' },
entityName = 'medium-biter',
level = 60,
biter = true,
type = 'entity',
mana_cost = 60,
cooldown = 300,
enabled = true,
sprite = 'entity/medium-biter',
tooltip = 'Spawns a medium biter',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.medium-spitter' },
entityName = 'medium-spitter',
level = 60,
biter = true,
type = 'entity',
mana_cost = 60,
cooldown = 300,
enabled = true,
sprite = 'entity/medium-spitter',
tooltip = 'Spawns a medium spitter',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.biter-spawner' },
entityName = 'biter-spawner',
level = 100,
biter = true,
type = 'entity',
mana_cost = 800,
cooldown = 1420,
enabled = false,
log_spell = true,
sprite = 'entity/biter-spawner',
tooltip = 'Spawns a biter spawner',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'entity-name.spitter-spawner' },
entityName = 'spitter-spawner',
level = 100,
biter = true,
type = 'entity',
mana_cost = 800,
cooldown = 1420,
enabled = false,
log_spell = true,
sprite = 'entity/spitter-spawner',
tooltip = 'Spawns a spitter spawner',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'item-name.shotgun-shell' },
entityName = 'shotgun-shell',
target = true,
amount = 1,
damage = true,
force = 'player',
level = 10,
type = 'item',
mana_cost = 40,
cooldown = 150,
enabled = true,
log_spell = true,
sprite = 'recipe/shotgun-shell',
tooltip = 'Spawns some shotgun shells',
callback = function (data)
return create_projectiles(data)
end
}
spells[#spells + 1] = {
name = { 'item-name.grenade' },
entityName = 'grenade',
target = true,
amount = 1,
damage = true,
force = 'player',
level = 30,
type = 'item',
mana_cost = 100,
cooldown = 150,
enabled = true,
log_spell = true,
sprite = 'recipe/grenade',
tooltip = 'Spawns a nade where the mouse cursor is at',
callback = function (data)
return create_projectiles(data)
end
}
if _DEBUG then
spells[#spells + 1] = {
name = 'Kewl Nade',
entityName = 'cluster-grenade',
target = true,
amount = 10,
damage = true,
aoe = true,
force = 'player',
level = 1,
type = 'item',
mana_cost = -1,
cooldown = 0,
enabled = true,
log_spell = false,
sprite = 'recipe/cluster-grenade',
tooltip = 'Spawns a cluster nade where the mouse cursor is at',
callback = function (data)
local player = data.player
player.insert({ name = 'raw-fish' })
return create_projectiles(data)
end
}
end
spells[#spells + 1] = {
name = { 'item-name.cluster-grenade' },
entityName = 'cluster-grenade',
target = true,
amount = 2,
damage = true,
force = 'player',
level = 50,
type = 'item',
mana_cost = 225,
cooldown = 200,
enabled = true,
log_spell = true,
sprite = 'recipe/cluster-grenade',
tooltip = 'Spawns a cluster nade where the mouse cursor is at',
callback = function (data)
return create_projectiles(data)
end
}
spells[#spells + 1] = {
name = { 'item-name.cannon-shell' },
entityName = 'cannon-shell',
target = true,
amount = 1,
damage = true,
force = 'player',
level = 30,
type = 'item',
mana_cost = 125,
cooldown = 150,
enabled = true,
log_spell = true,
sprite = 'recipe/cannon-shell',
tooltip = 'Spawns a cannon shell where the mouse cursor is at',
callback = function (data)
return create_projectiles(data)
end
}
spells[#spells + 1] = {
name = { 'item-name.explosive-cannon-shell' },
entityName = 'explosive-cannon-shell',
target = true,
amount = 2,
damage = true,
force = 'player',
level = 50,
type = 'item',
mana_cost = 150,
enforce_cooldown = true,
cooldown = 200,
enabled = true,
log_spell = true,
sprite = 'recipe/explosive-cannon-shell',
tooltip = 'Spawns a explosive cannon shell where the mouse cursor is at',
callback = function (data)
Public.register_cooldown_for_spell(data.player)
return create_projectiles(data)
end
}
spells[#spells + 1] = {
name = { 'item-name.uranium-cannon-shell' },
entityName = 'uranium-cannon-shell',
target = true,
amount = 2,
damage = true,
force = 'player',
level = 70,
type = 'item',
mana_cost = 400,
enforce_cooldown = true,
cooldown = 150,
enabled = true,
log_spell = true,
sprite = 'recipe/uranium-cannon-shell',
tooltip = 'Spawns a uranium cannon shell where the mouse cursor is at',
callback = function (data)
Public.register_cooldown_for_spell(data.player)
return create_projectiles(data)
end
}
spells[#spells + 1] = {
name = { 'item-name.rocket' },
entityName = 'rocket',
range = 240,
target = true,
amount = 4,
damage = true,
force = 'enemy',
level = 40,
type = 'item',
mana_cost = 60,
cooldown = 320,
enabled = true,
log_spell = true,
sprite = 'recipe/rocket',
tooltip = 'Spawns a rocket where the mouse cursor is at',
callback = function (data)
return create_projectiles(data)
end
}
spells[#spells + 1] = {
name = { 'spells.pointy_explosives' },
entityName = 'pointy_explosives',
target = true,
amount = 1,
range = 0,
damage = true,
force = 'player',
level = 70,
type = 'special',
mana_cost = 100,
cooldown = 100,
enabled = true,
log_spell = true,
sprite = 'recipe/explosives',
tooltip = 'Spawns a pointy explosive',
callback = function (data)
local self = data.self
local player = data.player
local Explosives = data.explosives
local position = data.position
local entities =
player.surface.find_entities_filtered {
force = player.force,
type = 'container',
area = { { position.x - 1, position.y - 1 }, { position.x + 1, position.y + 1 } }
}
local detonate_chest
for i = 1, #entities do
local e = entities[i]
detonate_chest = e
end
if detonate_chest and detonate_chest.valid then
local success = Explosives.detonate_chest(detonate_chest)
if success then
Public.remove_mana(player, self.mana_cost)
end
Public.cast_spell(player)
return true
end
end
}
spells[#spells + 1] = {
name = { 'spells.repair_aoe' },
entityName = 'repair_aoe',
target = true,
amount = 1,
range = 50,
damage = false,
force = 'player',
level = 45,
type = 'special',
mana_cost = 400,
cooldown = 500,
enabled = true,
enforce_cooldown = true,
log_spell = true,
sprite = 'recipe/repair-pack',
tooltip = 'Repairs multiple entities in a range',
callback = function (data)
local self = data.self
local rpg_t = data.rpg_t
local player = data.player
Public.register_cooldown_for_spell(player)
local position = data.position
local range = Public.get_area_of_effect_range(player)
area_of_effect(
player,
position,
'support',
range,
function (entity)
if entity.max_health ~= entity.health then
if self.mana_cost < rpg_t.mana then
Task.set_timeout_in_ticks(10, repair_buildings, { entity = entity })
Public.remove_mana(player, self.mana_cost)
end
end
end,
true
)
Public.cast_spell(player)
Public.remove_mana(player, self.mana_cost)
return true
end
}
spells[#spells + 1] = {
name = { 'spells.acid_stream' },
entityName = 'acid-stream-spitter-big',
target = true,
amount = 2,
range = 0,
damage = true,
force = 'player',
level = 50,
type = 'special',
mana_cost = 700,
cooldown = 500,
enabled = true,
enforce_cooldown = true,
sprite = Gui.spew_icon,
tooltip = 'Creates a puddle of acid stream',
callback = function (data)
local self = data.self
local player = data.player
Public.register_cooldown_for_spell(player)
local position = data.position
local range = Public.get_area_of_effect_range(player)
area_of_effect(
player,
position,
'attack',
range,
function (p)
do_projectile(player.surface, 'acid-stream-spitter-big', p, player.force, p)
end,
false
)
Public.remove_mana(player, self.mana_cost)
Public.cast_spell(player)
return true
end
}
spells[#spells + 1] = {
name = { 'spells.tank' },
entityName = 'tank',
amount = 1,
capsule = true,
force = 'player',
level = 1000,
type = 'special',
mana_cost = 10000, -- they who know, will know
cooldown = 320,
enabled = false,
sprite = 'entity/tank',
tooltip = 'Spawns a tank',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'spells.spidertron' },
entityName = 'spidertron',
amount = 1,
capsule = true,
force = 'player',
level = 2000,
type = 'special',
mana_cost = 19500, -- they who know, will know
cooldown = 320,
enabled = false,
log_spell = true,
sprite = 'entity/spidertron',
tooltip = 'Spawns a spidertron',
callback = function (data)
return create_entity(data)
end
}
spells[#spells + 1] = {
name = { 'spells.raw_fish' },
entityName = 'raw-fish',
target = false,
amount = 4,
capsule = true,
damage = false,
range = 30,
force = 'player',
level = 50,
type = 'special',
mana_cost = 140,
enforce_cooldown = true,
cooldown = 150,
enabled = true,
sprite = 'item/raw-fish',
tooltip = 'Spawns some fishies',
callback = function (data)
Public.register_cooldown_for_spell(data.player)
return insert_onto(data)
end
}
spells[#spells + 1] = {
name = { 'spells.dynamites' },
entityName = 'explosives',
target = false,
amount = 3,
aoe = true,
capsule = true,
damage = false,
range = 30,
force = 'player',
level = 25,
type = 'special',
mana_cost = 140,
enforce_cooldown = true,
cooldown = 150,
enabled = true,
sprite = 'item/explosives',
tooltip = 'Spawns some explosives',
callback = function (data)
Public.register_cooldown_for_spell(data.player)
return insert_onto(data)
end
}
spells[#spells + 1] = {
name = { 'spells.distractor' },
entityName = 'distractor-capsule',
target = true,
amount = 1,
damage = false,
range = 30,
force = 'player',
level = 50,
type = 'special',
mana_cost = 220,
enforce_cooldown = true,
cooldown = 150,
enabled = true,
sprite = 'recipe/distractor-capsule',
tooltip = 'Spawns disctractors',
callback = function (data)
Public.register_cooldown_for_spell(data.player)
return create_projectiles(data)
end
}
spells[#spells + 1] = {
name = { 'spells.defender' },
entityName = 'defender-capsule',
target = true,
amount = 1,
damage = false,
range = 30,
force = 'player',
level = 55,
type = 'special',
enforce_cooldown = true,
mana_cost = 250,
cooldown = 150,
enabled = true,
sprite = 'recipe/defender-capsule',
tooltip = 'Spawns defenders',
callback = function (data)
Public.register_cooldown_for_spell(data.player)
return create_projectiles(data)
end
}
spells[#spells + 1] = {
name = { 'spells.destroyer' },
entityName = 'destroyer-capsule',
target = true,
amount = 1,
damage = false,
range = 30,
force = 'player',
level = 60,
type = 'special',
enforce_cooldown = true,
mana_cost = 300,
cooldown = 150,
enabled = true,
sprite = 'recipe/destroyer-capsule',
tooltip = 'Spawns destroyers',
callback = function (data)
Public.register_cooldown_for_spell(data.player)
return create_projectiles(data)
end
}
spells[#spells + 1] = {
name = { 'spells.warp' },
entityName = 'warp-gate',
target = true,
force = 'player',
level = 60,
type = 'special',
enforce_cooldown = true,
mana_cost = 340,
cooldown = 2000,
enabled = true,
log_spell = true,
sprite = Gui.warp_icon,
tooltip = 'Warps you back to base',
callback = function (data)
local player = data.player
Public.register_cooldown_for_spell(player)
local surface = data.surface
local pos = surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 3, 0)
if pos then
player.teleport(pos, surface)
else
pos = game.forces.player.get_spawn_position(surface)
player.teleport(pos, surface)
end
Public.remove_mana(player, 999999)
Public.damage_player_over_time(player, random(8, 16))
player.play_sound { path = 'utility/armor_insert', volume_modifier = 1 }
Public.cast_spell(player)
return true
end
}
spells[#spells + 1] = {
name = { 'spells.mark_spot' },
entityName = 'mark-spot',
target = true,
force = 'player',
level = 60,
type = 'special',
mana_cost = 340,
cooldown = 1500,
enforce_cooldown = true,
enabled = true,
log_spell = true,
sprite = Gui.x_icon,
tooltip = 'Warps you back to the locomotive and after a couple of seconds you return to your previous location.',
callback = function (data)
local player = data.player
local surface = data.surface
local old_position = player.physical_position
Public.register_cooldown_for_spell(player)
local pos = surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 3, 0)
if pos then
player.teleport(pos, surface)
else
pos = game.forces.player.get_spawn_position(surface)
player.teleport(pos, surface)
end
Task.set_timeout_in_ticks(5, repeat_sound_token, { player_index = player.index, tick = game.tick + 600 })
Task.set_timeout_in_ticks(600, x_marks_the_spot_token, { player_index = player.index, old_position = old_position, old_surface_index = surface.index })
Public.remove_mana(player, 340)
Public.cast_spell(player)
return true
end
}
spells[#spells + 1] = {
name = { 'spells.tidal_wave' },
entityName = 'tidal-wave',
target = true,
force = 'player',
level = 100,
type = 'special',
mana_cost = 300,
cooldown = 200,
enforce_cooldown = true,
enabled = true,
log_spell = false,
sprite = Gui.tidal_icon,
tooltip = 'Spawns a tidal wave that pushes the enemies back.',
callback = function (data)
local player = data.player
local rpg_t = data.rpg_t
local cursor_position = data.position
Public.register_cooldown_for_spell(player)
local shape = 'cone'
if random(1, 2) == 1 then
shape = 'square'
end
local level_data = get_level_data(rpg_t.level)
Public.add_tidal_wave(player, cursor_position, shape, level_data.length, level_data.max_spread)
Public.remove_mana(player, 340)
Public.cast_spell(player)
return true
end
}
spells[#spells + 1] = {
name = { 'spells.charge' },
entityName = 'haste',
target = false,
force = 'player',
level = 25,
type = 'special',
mana_cost = 100,
enforce_cooldown = true,
cooldown = 300,
enabled = true,
log_spell = true,
sprite = 'item/exoskeleton-equipment',
tooltip = 'Gives you a temporary movement boost.',
callback = function (data)
local self = data.self
local player = data.player
local rpg_t = data.rpg_t
Public.register_cooldown_for_spell(player)
Public.remove_mana(player, self.mana_cost)
for _ = 1, 3 do
player.play_sound { path = 'utility/armor_insert', volume_modifier = 1 }
end
Task.set_timeout_in_ticks(300, restore_movement_speed_token, { player_index = player.index, rpg_t = rpg_t })
Modifiers.update_single_modifier(player, 'character_running_speed_modifier', 'rpg_spell', 1)
Modifiers.update_player_modifiers(player)
Public.cast_spell(player)
return true
end
}
spells[#spells + 1] = {
name = { 'spells.eternal_blades' },
entityName = 'eternal_blades',
target = false,
force = 'player',
level = 200,
type = 'special',
mana_cost = 350,
cooldown = 300,
enabled = true,
enforce_cooldown = true,
log_spell = true,
sprite = Gui.berserk_icon,
tooltip = 'Damages enemies in radius when cast. Scales with player level.',
callback = function (data)
local self = data.self
local player = data.player
local position = data.position
Public.register_cooldown_for_spell(player)
local range = Public.get_area_of_effect_range(player)
local damage = Public.get_player_level(player)
damage = damage / 4
area_of_effect(
player,
position,
'attack',
range,
function (entity)
if entity.force.index ~= player.force.index then
local get_health_pool = Public.has_health_boost(entity, damage, damage, player.character)
if get_health_pool then
local max_unit_health = floor(get_health_pool * 0.00015)
if max_unit_health <= 0 then
max_unit_health = 4
end
if max_unit_health >= 10 then
max_unit_health = 10
end
local final = floor(damage * max_unit_health)
Public.set_health_boost(entity, final, player.character)
if entity.valid and entity.health <= 0 and get_health_pool <= 0 then
entity.die(entity.force.name, player.character)
end
else
if entity.valid then
entity.health = entity.health - damage
if entity.health <= 0 then
entity.die(entity.force.name, player.character)
end
end
end
end
end,
true
)
Public.cast_spell(player)
Public.remove_mana(player, self.mana_cost)
return true
end
}
local drone_enemy = {
name = { 'spells.drone_enemy' },
entityName = 'drone_enemy',
target = false,
force = 'player',
level = 200,
type = 'special',
mana_cost = 1000,
cooldown = 18000,
enabled = true,
enforce_cooldown = true,
log_spell = true,
sprite = 'entity/character',
tooltip = 'Creates a drone that searches for enemies and destroys them.',
callback = function (data)
local self = data.self
local player = data.player
Public.register_cooldown_for_spell(player)
local suc = Ai.create_char({ player_index = player.index, command = 1, search_local = true })
if not suc then
Public.cast_spell(player, true)
return false
end
Public.cast_spell(player)
Public.remove_mana(player, self.mana_cost)
return true
end
}
spells[#spells + 1] = drone_enemy
local drone_mine = {
name = { 'spells.drone_mine' },
entityName = 'drone_mine',
target = false,
force = 'player',
level = 200,
type = 'special',
mana_cost = 1000,
cooldown = 18000,
enabled = true,
enforce_cooldown = true,
log_spell = true,
sprite = 'entity/character',
tooltip = 'Creates a drone that mines entities around you.',
callback = function (data)
local self = data.self
local player = data.player
Public.register_cooldown_for_spell(player)
local suc = Ai.create_char({ player_index = player.index, command = 2, search_local = false })
if not suc then
Public.cast_spell(player, true)
return false
end
Public.cast_spell(player)
Public.remove_mana(player, self.mana_cost)
return true
end
}
spells[#spells + 1] = drone_mine
-- if _DEBUG then
-- for i = 1, #spells do
-- local spell = spells[i]
-- spell.mana_cost = 1
-- spell.level = 1
-- spell.cooldown = 1
-- end
-- end
Public.projectile_types = {
['explosives'] = { name = 'grenade', count = 0.5, max_range = 32, tick_speed = 1 },
['distractor-capsule'] = { name = 'distractor-capsule', count = 1, max_range = 32, tick_speed = 1 },
['defender-capsule'] = { name = 'defender-capsule', count = 1, max_range = 32, tick_speed = 1 },
['destroyer-capsule'] = { name = 'destroyer-capsule', count = 1, max_range = 32, tick_speed = 1 },
['land-mine'] = { name = 'grenade', count = 1, max_range = 32, tick_speed = 1 },
['grenade'] = { name = 'grenade', count = 1, max_range = 40, tick_speed = 1 },
['cluster-grenade'] = { name = 'cluster-grenade', count = 1, max_range = 40, tick_speed = 3 },
['artillery-shell'] = { name = 'artillery-projectile', count = 1, max_range = 60, tick_speed = 3 },
['cannon-shell'] = { name = 'cannon-projectile', count = 1, max_range = 60, tick_speed = 1 },
['explosive-cannon-shell'] = { name = 'explosive-cannon-projectile', count = 1, max_range = 60, tick_speed = 1 },
['explosive-uranium-cannon-shell'] = {
name = 'explosive-uranium-cannon-projectile',
count = 1,
max_range = 60,
tick_speed = 1
},
['uranium-cannon-shell'] = { name = 'uranium-cannon-projectile', count = 1, max_range = 60, tick_speed = 1 },
['atomic-bomb'] = { name = 'atomic-rocket', count = 1, max_range = 80, tick_speed = 20 },
['explosive-rocket'] = { name = 'explosive-rocket', count = 1, max_range = 48, tick_speed = 1 },
['rocket'] = { name = 'rocket', count = 1, max_range = 48, tick_speed = 1 },
['flamethrower-ammo'] = { name = 'flamethrower-fire-stream', count = 4, max_range = 28, tick_speed = 1 },
['crude-oil-barrel'] = { name = 'flamethrower-fire-stream', count = 3, max_range = 24, tick_speed = 1 },
['petroleum-gas-barrel'] = { name = 'flamethrower-fire-stream', count = 4, max_range = 24, tick_speed = 1 },
['light-oil-barrel'] = { name = 'flamethrower-fire-stream', count = 4, max_range = 24, tick_speed = 1 },
['heavy-oil-barrel'] = { name = 'flamethrower-fire-stream', count = 4, max_range = 24, tick_speed = 1 },
['acid-stream-spitter-big'] = {
name = 'acid-stream-spitter-big',
count = 3,
max_range = 16,
tick_speed = 1,
force = 'enemy'
},
['lubricant-barrel'] = { name = 'acid-stream-spitter-big', count = 3, max_range = 16, tick_speed = 1 },
['shotgun-shell'] = { name = 'shotgun-pellet', count = 16, max_range = 24, tick_speed = 1 },
['piercing-shotgun-shell'] = { name = 'piercing-shotgun-pellet', count = 16, max_range = 24, tick_speed = 1 },
['firearm-magazine'] = { name = 'shotgun-pellet', count = 16, max_range = 24, tick_speed = 1 },
['piercing-rounds-magazine'] = { name = 'piercing-shotgun-pellet', count = 16, max_range = 24, tick_speed = 1 },
['uranium-rounds-magazine'] = { name = 'piercing-shotgun-pellet', count = 32, max_range = 24, tick_speed = 1 },
['cliff-explosives'] = { name = 'cliff-explosives', count = 1, max_range = 48, tick_speed = 2 }
}
Public.get_projectiles = Public.projectile_types
Public.all_spells = spells
--- Gets a spell by index.
---@param rpg_t table
---@param spell_name string
---@return int|boolean, table|boolean
function Public.get_spell_by_index(rpg_t, spell_name)
local _spells = Public.get_all_spells_filtered(rpg_t)
for index, data in pairs(_spells) do
if data and data.name[1] == spell_name then
return index, data
end
if data and data.name == spell_name then
return index, data
end
end
return false, false
end
--- Gets a spell by name.
---@param rpg_t table
---@param spell_name string
---@return table|boolean
function Public.get_spell_by_name(rpg_t, spell_name)
local _spells = Public.get_all_spells_filtered(rpg_t)
for _, data in pairs(_spells) do
if data and data.name[1] == spell_name then
return data
end
if data and data.name == spell_name then
return data
end
end
return false
end
--- Gets a spell by name.
---@param rpg_t table
---@param spell_index string
---@return int|boolean, table|boolean
function Public.match_spell_by_index(rpg_t, spell_index)
local _spells = Public.get_all_spells_filtered(rpg_t)
for index, data in pairs(_spells) do
if index == spell_index then
return index, data
end
end
return false, false
end
--- Retrieves the spells table or a given spell.
---@param key string
function Public.get_spells(key)
if game then
return error('Calling Public.get_spells() after on_init() or on_load() has run is a desync risk.', 2)
end
if Public.all_spells[key] then
return Public.all_spells[key]
else
return Public.all_spells
end
end
--- Disables a spell.
---@param key string/number
-- Table would look like:
-- Public.disable_spell({1, 2, 3, 4, 5, 6, 7, 8})
function Public.disable_spell(key)
if game then
return error('Calling Public.disable_spell() after on_init() or on_load() has run is a desync risk.', 2)
end
if type(key) == 'table' then
for _, k in pairs(key) do
Public.all_spells[k].enabled = false
end
elseif Public.all_spells[key] then
Public.all_spells[key].enabled = false
end
end
--- Clears the spell table.
function Public.clear_spell_table()
if game then
return error('Calling Public.clear_spell_table() after on_init() or on_load() has run is a desync risk.', 2)
end
Public.all_spells = {}
end
--- Adds a spell to the rpg_spells
---@param tbl table
function Public.set_new_spell(tbl)
if game then
return error('Calling Public.set_new_spell() after on_init() or on_load() has run is a desync risk.', 2)
end
if tbl then
if not tbl.name then
return error('A spell requires a name. <string>', 2)
end
if not tbl.entityName then
return error('A spell requires an object to create. <string>', 2)
end
if not tbl.target then
tbl.target = false
end
if not tbl.amount then
tbl.amount = 1
end
if not tbl.range then
tbl.range = 0
end
if not tbl.damage then
tbl.damage = 0
end
if not tbl.force then
return error('A spell requires a force. <string>', 2)
end
if not tbl.level then
return error('A spell requires a level. <integer>', 2)
end
if not tbl.type then
return error('A spell requires a type. <item/entity/special>', 2)
end
if not tbl.sprite then
return error('A spell requires a sprite. <string>', 2)
end
if not tbl.mana_cost then
tbl.mana_cost = 100
end
if not tbl.cooldown then
tbl.cooldown = 0
end
if not tbl.enforce_cooldown then
tbl.enforce_cooldown = false
end
if not tbl.enabled then
tbl.enabled = false
end
if not tbl.log_spell then
tbl.log_spell = false
end
if not tbl.callback then
return error('A spell requires a callback. <function>', 2)
end
Public.all_spells[#Public.all_spells + 1] = tbl
end
end
--- This rebuilds all spells. Make sure to make changes on_init if you don't
-- want all spells enabled.
function Public.rebuild_spells()
local new_spells = {}
local spell_names = {}
for i = 1, #spells do
if spells[i].enabled then
new_spells[#new_spells + 1] = spells[i]
spell_names[#spell_names + 1] = spells[i].name
end
end
return new_spells, spell_names
end
--- This rebuilds all spells. Make sure to make changes on_init if you don't
-- want all spells enabled.
function Public.get_all_spells_filtered(rpg_t)
local new_spells = {}
local spell_names = {}
for i = 1, #spells do
if spells[i].enabled and rpg_t and rpg_t.level >= spells[i].level then
new_spells[#new_spells + 1] = spells[i]
spell_names[#spell_names + 1] = spells[i].name
end
end
return new_spells, spell_names
end
--- This will disable the cooldown of all spells.
function Public.disable_cooldowns_on_spells()
if game then
return error('Calling Public.disable_cooldowns_on_spells() after on_init() or on_load() has run is a desync risk.', 2)
end
local new_spells = {}
for i = 1, #spells do
local spell = spells[i]
if spell.enabled then
if not spell.enforce_cooldown then
spell.cooldown = 0
new_spells[#new_spells + 1] = spell
else
new_spells[#new_spells + 1] = spell
end
end
end
Public.all_spells = new_spells
return new_spells
end
return Public