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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00
ComfyFactorio/maps/scrap_towny_ffa/market.lua
2022-10-22 22:13:35 +02:00

677 lines
26 KiB
Lua

local Event = require 'utils.event'
local ScenarioTable = require 'maps.scrap_towny_ffa.table'
local Town_center = require 'maps.scrap_towny_ffa.town_center'
local table_insert = table.insert
local upgrade_functions = {
-- Upgrade Town Center Health
[1] = function(town_center, player)
local market = town_center.market
local surface = market.surface
if town_center.max_health > 50000 then
return false
end
town_center.health = town_center.health + town_center.max_health
town_center.max_health = town_center.max_health * 2
Town_center.set_market_health(market, 0)
surface.play_sound({path = 'utility/achievement_unlocked', position = player.position, volume_modifier = 1})
return true
end,
-- Upgrade Backpack
[2] = function(town_center, player)
local market = town_center.market
local force = market.force
local surface = market.surface
if force.character_inventory_slots_bonus + 5 > 50 then
return false
end
force.character_inventory_slots_bonus = force.character_inventory_slots_bonus + 5
surface.play_sound({path = 'utility/achievement_unlocked', position = player.position, volume_modifier = 1})
return true
end,
-- Upgrade Mining Productivity
[3] = function(town_center, player)
local market = town_center.market
local force = market.force
local surface = market.surface
if town_center.upgrades.mining_prod + 1 > 10 then
return false
end
town_center.upgrades.mining_prod = town_center.upgrades.mining_prod + 1
force.mining_drill_productivity_bonus = force.mining_drill_productivity_bonus + 0.1
surface.play_sound({path = 'utility/achievement_unlocked', position = player.position, volume_modifier = 1})
return true
end,
-- Upgrade Pickaxe Speed
[4] = function(town_center, player)
local market = town_center.market
local force = market.force
local surface = market.surface
if town_center.upgrades.mining_speed + 1 > 10 then
return false
end
town_center.upgrades.mining_speed = town_center.upgrades.mining_speed + 1
force.manual_mining_speed_modifier = force.manual_mining_speed_modifier + 0.1
surface.play_sound({path = 'utility/achievement_unlocked', position = player.position, volume_modifier = 1})
return true
end,
-- Upgrade Crafting Speed
[5] = function(town_center, player)
local market = town_center.market
local force = market.force
local surface = market.surface
if town_center.upgrades.crafting_speed + 1 > 10 then
return false
end
town_center.upgrades.crafting_speed = town_center.upgrades.crafting_speed + 1
force.manual_crafting_speed_modifier = force.manual_crafting_speed_modifier + 0.1
surface.play_sound({path = 'utility/achievement_unlocked', position = player.position, volume_modifier = 1})
return true
end,
-- Laser Turret Slot
[6] = function(town_center, player)
local market = town_center.market
local surface = market.surface
town_center.upgrades.laser_turret.slots = town_center.upgrades.laser_turret.slots + 1
surface.play_sound({path = 'utility/new_objective', position = player.position, volume_modifier = 1})
return true
end,
-- Set Spawn Point
[7] = function(town_center, player)
local this = ScenarioTable.get_table()
local market = town_center.market
local force = market.force
local surface = market.surface
local spawn_point = force.get_spawn_position(surface)
this.spawn_point[player.index] = spawn_point
surface.play_sound({path = 'utility/scenario_message', position = player.position, volume_modifier = 1})
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(town_center)
local market = town_center.market
local force = market.force
local market_items = {}
-- special offers
local special_offers = {}
if town_center.max_health < 50000 then
special_offers[1] = {{{'coin', town_center.max_health * 0.1}}, 'Upgrade Town Center Health'}
else
special_offers[1] = {{}, 'Maximum Health upgrades reached!'}
end
if force.character_inventory_slots_bonus + 5 <= 50 then
special_offers[2] = {{{'coin', (force.character_inventory_slots_bonus / 5 + 1) * 50}}, 'Upgrade Backpack +5 Slot'}
else
special_offers[2] = {{}, 'Maximum Backpack upgrades reached!'}
end
if town_center.upgrades.mining_prod + 1 <= 10 then
special_offers[3] = {{{'coin', (town_center.upgrades.mining_prod + 1) * 1000}}, 'Upgrade Mining Productivity +10% (Drills, Pumps, Scrap)'}
else
special_offers[3] = {{}, 'Maximum Productivity upgrades reached!'}
end
if town_center.upgrades.mining_speed + 1 <= 10 then
special_offers[4] = {{{'coin', (town_center.upgrades.mining_speed + 1) * 400}}, 'Upgrade Mining Speed +10%'}
else
special_offers[4] = {{}, 'Maximum Mining Speed upgrades reached!'}
end
if town_center.upgrades.crafting_speed + 1 <= 10 then
special_offers[5] = {{{'coin', (town_center.upgrades.crafting_speed + 1) * 400}}, 'Upgrade Crafting Speed +10%'}
else
special_offers[5] = {{}, 'Maximum Crafting Speed upgrades reached!'}
end
local laser_turret = 'Laser Turret Slot [#' .. tostring(town_center.upgrades.laser_turret.slots + 1) .. ']'
special_offers[6] = {{{'coin', (town_center.upgrades.laser_turret.slots * 200)}}, laser_turret}
local spawn_point = 'Set Spawn Point'
special_offers[7] = {{}, spawn_point}
for _, v in pairs(special_offers) do
table_insert(market_items, {price = v[1], offer = {type = 'nothing', effect_description = v[2]}})
end
-- item purchases
table_insert(market_items, {price = {{'coin', 25}}, offer = {type = 'give-item', item = 'raw-fish', count = 1}})
table_insert(market_items, {price = {{'coin', 6}}, offer = {type = 'give-item', item = 'wood', count = 1}})
table_insert(market_items, {price = {{'coin', 1}}, offer = {type = 'give-item', item = 'iron-ore', count = 6}})
table_insert(market_items, {price = {{'coin', 1}}, offer = {type = 'give-item', item = 'copper-ore', count = 6}})
table_insert(market_items, {price = {{'coin', 1}}, offer = {type = 'give-item', item = 'stone', count = 6}})
table_insert(market_items, {price = {{'coin', 1}}, offer = {type = 'give-item', item = 'coal', count = 6}})
table_insert(market_items, {price = {{'coin', 1}}, offer = {type = 'give-item', item = 'uranium-ore', count = 2}})
table_insert(market_items, {price = {{'coin', 1000}}, offer = {type = 'give-item', item = 'laser-turret', count = 1}})
table_insert(market_items, {price = {{'coin', 300}}, offer = {type = 'give-item', item = 'loader', count = 1}})
table_insert(market_items, {price = {{'coin', 600}}, offer = {type = 'give-item', item = 'fast-loader', count = 1}})
table_insert(market_items, {price = {{'coin', 900}}, offer = {type = 'give-item', item = 'express-loader', count = 1}})
-- item selling
table_insert(market_items, {price = {{'raw-fish', 1}}, offer = {type = 'give-item', item = 'coin', count = 15}})
table_insert(market_items, {price = {{'wood', 1}}, offer = {type = 'give-item', item = 'coin', count = 3}})
table_insert(market_items, {price = {{'iron-ore', 7}}, offer = {type = 'give-item', item = 'coin', count = 1}})
table_insert(market_items, {price = {{'copper-ore', 7}}, offer = {type = 'give-item', item = 'coin', count = 1}})
table_insert(market_items, {price = {{'stone', 7}}, offer = {type = 'give-item', item = 'coin', count = 1}})
table_insert(market_items, {price = {{'coal', 7}}, offer = {type = 'give-item', item = 'coin', count = 1}})
table_insert(market_items, {price = {{'uranium-ore', 3}}, 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 = {{'iron-gear-wheel', 3}}, 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 = {{'empty-barrel', 1}}, offer = {type = 'give-item', item = 'coin', count = 1}})
table_insert(market_items, {price = {{'car', 1}}, offer = {type = 'give-item', item = 'coin', count = 10}})
table_insert(market_items, {price = {{'tank', 1}}, offer = {type = 'give-item', item = 'coin', count = 50}})
for _, item in pairs(market_items) do
market.add_market_item(item)
end
end
local function refresh_offers(event)
local this = ScenarioTable.get_table()
local player = game.players[event.player_index]
local market = event.entity or event.market
if not market then
return
end
if not market.valid then
return
end
if market.name ~= 'market' then
return
end
local town_center = this.town_centers[market.force.name]
if not town_center then
return
end
if player.force == market.force then
clear_offers(market)
set_offers(town_center)
else
if player.opened ~= nil then
player.opened = nil
player.surface.create_entity(
{
name = 'flying-text',
position = {market.position.x - 1.75, market.position.y},
text = 'Sorry, we are closed.',
color = {r = 1, g = 0.68, b = 0.26}
}
)
end
end
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 town_center = this.town_centers[market.force.name]
if not town_center then
return
end
if upgrade_functions[offer_index](town_center, 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
-- called for all gui events
local function on_gui_opened(event)
local gui_type = event.gui_type
if gui_type ~= defines.gui_type.entity then
return
end
local entity = event.entity
if entity == nil or not entity.valid then
return
end
if entity.name == 'market' then
refresh_offers(event)
end
end
-- called for all market events
local function on_market_item_purchased(event)
local market = event.market
if market.name == 'market' then
offer_purchased(event)
refresh_offers(event)
end
end
local function inside(pos, area)
return pos.x >= area.left_top.x and pos.x <= area.right_bottom.x and pos.y >= area.left_top.y and pos.y <= area.right_bottom.y
end
local function equal(pos1, pos2)
return pos1.x == pos2.x and pos1.y == pos2.y
end
local function is_loader(entity)
return entity.name == 'loader' or entity.name == 'fast-loader' or entity.name == 'express-loader'
end
local function is_filtered_inserter(entity)
return entity.name == 'filter-inserter' or entity.name == 'stack-filter-inserter'
end
local function max_stack_size(entity)
if is_loader(entity) then
return 1
end
if (entity.name == 'stack-inserter' or entity.name == 'stack-filter-inserter') then
local override = entity.inserter_stack_size_override
if override > 0 then
return override
end
local capacity = entity.force.stack_inserter_capacity_bonus
return 1 + capacity
else
local override = entity.inserter_stack_size_override
if override > 0 then
return override
end
local bonus = entity.force.inserter_stack_size_bonus
return 1 + bonus
end
end
local function get_connected_entities(market)
if not market.valid then
return {}
end
local items = {
'burner-inserter',
'inserter',
'long-handed-inserter',
'fast-inserter',
'filter-inserter',
'stack-inserter',
'stack-filter-inserter',
'loader',
'fast-loader',
'express-loader'
}
local items2 = {
'long-handed-inserter'
}
local bb = market.bounding_box
local s = market.surface
local area = {left_top = {bb.left_top.x - 1, bb.left_top.y - 1}, right_bottom = {bb.right_bottom.x + 1, bb.right_bottom.y + 1}}
local entities = s.find_entities_filtered({area = area, name = items})
local area2 = {left_top = {bb.left_top.x - 2, bb.left_top.y - 2}, right_bottom = {bb.right_bottom.x + 2, bb.right_bottom.y + 2}}
local entities2 = s.find_entities_filtered({area = area2, name = items2})
for k, v in pairs(entities2) do
entities[k] = v
end
return entities
end
local function get_inserter_filter(entity)
-- return the first filter
local filter_mode = entity.inserter_filter_mode
if filter_mode == 'whitelist' then
return entity.get_filter(1)
end
return nil
end
local function get_loader_filter(entity, index)
-- return first two filter types
return entity.get_filter(index)
end
local function get_loader_market_position(entity)
-- gets the position of the market relative to the loader
local position = {x = entity.position.x, y = entity.position.y}
local orientation = entity.orientation
local type = entity.loader_type
if (orientation == 0.0 and type == 'input') or (orientation == 0.5 and type == 'output') then
position.y = position.y - 1.5
end
if (orientation == 0.25 and type == 'input') or (orientation == 0.75 and type == 'output') then
position.x = position.x + 1.5
end
if (orientation == 0.5 and type == 'input') or (orientation == 0.0 and type == 'output') then
position.y = position.y + 1.5
end
if (orientation == 0.75 and type == 'input') or (orientation == 0.25 and type == 'output') then
position.x = position.x - 1.5
end
return position
end
local function output_loader_items(town_center, trade, entity, index)
local item = trade.offer.item
local line = entity.get_transport_line(index)
if line.can_insert_at_back() and town_center.output_buffer[item] > 0 then
local stack = {name = item, count = 1}
town_center.output_buffer[item] = town_center.output_buffer[item] - 1
line.insert_at_back(stack)
end
end
local function output_inserter_items(town_center, trade, entity)
local item = trade.offer.item
local stack_size = max_stack_size(entity)
local count = 0
while town_center.output_buffer[item] > 0 and count < stack_size do
town_center.output_buffer[item] = town_center.output_buffer[item] - 1
count = count + 1
end
if count > 0 then
local stack = {name = item, count = count}
entity.held_stack.set_stack(stack)
end
end
local function trade_scrap_for_coin(town_center, market, trade, stack)
local item = stack.name
local amount = stack.count
-- buffer the input in an item buffer that can be sold for coin
if town_center.input_buffer[item] == nil then
town_center.input_buffer[item] = 0
end
town_center.input_buffer[item] = town_center.input_buffer[item] + amount
--log("input_buffer[" .. item .. "] = " .. town_center.input_buffer[item])
local price = trade.price[1].amount
local count = trade.offer.count
while town_center.input_buffer[item] >= price do
town_center.input_buffer[item] = town_center.input_buffer[item] - price
town_center.coin_balance = town_center.coin_balance + count
end
Town_center.update_coin_balance(market.force)
--log("input_buffer[" .. item .. "] = " .. town_center.input_buffer[item])
end
local function trade_coin_for_items(town_center, market, trade)
local item = trade.offer.item
local count = trade.offer.count
local price = trade.price[1].amount
if town_center.output_buffer[item] == nil then
town_center.output_buffer[item] = 0
end
while town_center.coin_balance - price >= 0 do
if town_center.output_buffer[item] == 0 then
town_center.coin_balance = town_center.coin_balance - price
town_center.output_buffer[item] = town_center.output_buffer[item] + count
else
break
end
end
Town_center.update_coin_balance(market.force)
end
local function handle_loader_output(town_center, market, entity, index)
local line = entity.get_transport_line(index)
-- get loader filters
local filter = get_loader_filter(entity, index)
if filter == nil then
return
end
if filter == 'coin' then
-- output for coins
while town_center.coin_balance > 0 and line.can_insert_at_back() do
town_center.coin_balance = town_center.coin_balance - 1
local stack = {name = 'coin', count = 1}
line.insert_at_back(stack)
end
Town_center.update_coin_balance(market.force)
else
-- output for matching purchases
local offers = market.get_market_items()
if offers == nil then
set_offers(town_center)
end
if offers ~= nil then
for _, trade in ipairs(offers) do
if trade.offer.type == 'give-item' then
local item = trade.price[1].name
if item == 'coin' and trade.offer.item == filter then
trade_coin_for_items(town_center, market, trade)
output_loader_items(town_center, trade, entity, index)
end
end
end
end
end
end
local function handle_inserter_output(town_center, market, entity)
-- get inserter filter
local filter = get_inserter_filter(entity)
if filter == nil then
return
end
local amount = max_stack_size(entity)
local stack = {name = 'coin', count = amount}
if filter == 'coin' then
-- output coins
if amount > town_center.coin_balance then
amount = town_center.coin_balance
end
stack.count = amount
if town_center.coin_balance > 0 then
town_center.coin_balance = town_center.coin_balance - amount
entity.held_stack.set_stack(stack)
end
Town_center.update_coin_balance(market.force)
else
-- for matching coin purchases
local offers = market.get_market_items()
if offers == nil then
set_offers(town_center)
end
if offers ~= nil then
for _, trade in ipairs(offers) do
if trade.offer.type == 'give-item' and trade.offer.item == filter then
local item = trade.price[1].name
if item == 'coin' then
trade_coin_for_items(town_center, market, trade)
output_inserter_items(town_center, trade, entity)
end
end
end
end
end
end
local function handle_loader_input(town_center, market, entity, index)
local line = entity.get_transport_line(index)
-- check for a line item at the back where we can pull
if line.valid then
local length = #line
if length > 1 or (length == 1 and line.can_insert_at_back()) then
local line_item = line[length].name
local stack = {name = line_item, count = 1}
if line_item == 'coin' then
-- insert coins
line.remove_item(stack)
town_center.coin_balance = town_center.coin_balance + stack.count
Town_center.update_coin_balance(market.force)
else
local offers = market.get_market_items()
if offers == nil then
set_offers(town_center)
end
if offers ~= nil then
for _, trade in ipairs(offers) do
if trade.offer.type == 'give-item' then
local item = trade.price[1].name
if item == stack.name and trade.offer.item == 'coin' then
-- trade scrap for coin
line.remove_item(stack)
trade_scrap_for_coin(town_center, market, trade, stack)
end
end
end
end
end
end
end
end
local function handle_inserter_input(town_center, market, entity)
-- check if stack is coin or resource
local stack = {name = entity.held_stack.name, count = entity.held_stack.count}
if stack.name == 'coin' and stack.count > 0 then
-- insert coins
entity.remove_item(stack)
town_center.coin_balance = town_center.coin_balance + stack.count
Town_center.update_coin_balance(market.force)
else
local offers = market.get_market_items()
if offers == nil then
set_offers(town_center)
end
if offers ~= nil then
for _, trade in ipairs(offers) do
if trade.offer.type == 'give-item' and trade.offer.item == 'coin' then
local item = trade.price[1].name
if item == stack.name and trade.offer.item == 'coin' then
-- trade scrap for coin
entity.remove_item(stack)
trade_scrap_for_coin(town_center, market, trade, stack)
end
end
end
end
end
end
local function handle_market_input(town_center, market, entity)
if is_loader(entity) then
-- handle loader input
-- we don't care about filters
local max_index = entity.get_max_transport_line_index()
for index = 1, max_index, 1 do
handle_loader_input(town_center, market, entity, index)
end
else
-- handle inserter input
-- we don't care about filters
local stack = entity.held_stack
if stack ~= nil then
-- if there is a pickup target
local spos = entity.held_stack_position
local dpos = entity.drop_position
if equal(spos, dpos) then
if stack.valid_for_read and stack.count > 0 then
-- if there is a stack
-- insert an item into the market
handle_inserter_input(town_center, market, entity)
end
end
end
end
end
local function handle_market_output(town_center, market, entity)
if is_loader(entity) then
-- handle loader output
local max_index = entity.get_max_transport_line_index()
for index = 1, max_index, 1 do
if get_loader_filter(entity, index) ~= nil then
handle_loader_output(town_center, market, entity, index)
end
end
else
if is_filtered_inserter(entity) then
-- handle inserter output
if entity.drop_target ~= nil then
-- if the pickup position is inside the market
--log("inside pickup position and there is a drop target")
local stack = entity.held_stack
local spos = entity.held_stack_position
local ppos = entity.pickup_position
if equal(spos, ppos) then
-- if the stack position is inside the market
if stack == nil or stack.count == 0 then
-- if there is space on the stack
-- pull an item from the market
handle_inserter_output(town_center, market, entity, stack)
end
end
end
end
end
end
local function get_entity_mode(market, entity)
local bb = market.bounding_box
if is_loader(entity) then
local mpos = get_loader_market_position(entity)
if inside(mpos, bb) then
return entity.loader_type
else
return 'none'
end
else
local dpos = entity.drop_position
local ppos = entity.pickup_position
if inside(dpos, bb) then
return 'input'
end
if inside(ppos, bb) then
return 'output'
end
return 'none'
end
end
local function handle_connected_entity(town_center, market, entity)
local mode = get_entity_mode(market, entity)
if mode == 'input' then
handle_market_input(town_center, market, entity)
end
if mode == 'output' then
handle_market_output(town_center, market, entity)
end
end
local function on_tick(_)
local this = ScenarioTable.get_table()
if not this.town_centers then
return
end
for _, town_center in pairs(this.town_centers) do
-- get connected entities on markets
local market = town_center.market
local entities = get_connected_entities(market)
-- handle connected entity
for _, entity in pairs(entities) do
if entity.force == market.force then
handle_connected_entity(town_center, market, entity)
end
end
end
end
Event.add(defines.events.on_tick, on_tick)
Event.add(defines.events.on_gui_opened, on_gui_opened)
Event.add(defines.events.on_market_item_purchased, on_market_item_purchased)