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342 lines
14 KiB
Lua
342 lines
14 KiB
Lua
-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates.
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local Memory = require 'maps.pirates.memory'
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-- local Roles = require 'maps.pirates.roles.roles'
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-- local Balance = require 'maps.pirates.balance'
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-- local Common = require 'maps.pirates.common'
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-- local Utils = require 'maps.pirates.utils_local'
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-- local Math = require 'maps.pirates.math'
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-- local Loot = require 'maps.pirates.loot'
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local _inspect = require 'utils.inspect'.inspect
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local Upgrades = require 'maps.pirates.boat_upgrades'
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-- local Hold = require 'maps.pirates.surfaces.hold'
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-- local Crew = require 'maps.pirates.crew'
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-- local Boats = require 'maps.pirates.structures.boats.boats'
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-- local Dock = require 'maps.pirates.surfaces.dock'
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local CustomEvents = require 'maps.pirates.custom_events'
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local Public = {}
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-- Note! This file is deprecated. It is replaced with a dedicated market at the dock and inside the captain's cabin. The exception is main_shop_data_1 as noted below, which is consulted for the Crowsnest caption. (Haven't had time to unify this yet.)
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--== Warning: If something only costs fuel, then we need to check the player can't buy it whilst they're dead
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-- WARNING: The Crowsnest caption pulls data from this data. But the actual dock market pulls from boat_upgrades.lua.
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Public.main_shop_data_1 = {
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upgrade_cannons = {
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tooltip = 'Increase cannons max health. This will also repair them.',
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what_you_get_sprite_buttons = {['item/artillery-turret'] = false},
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base_cost = {coins = 1000},
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},
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new_boat_cutter = {
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tooltip = 'Purchase a cutter.',
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what_you_get_sprite_buttons = {['utility/spawn_flag'] = false},
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base_cost = {fuel = 3000},
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},
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new_boat_sloop_with_hold = {
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tooltip = 'Purchase a sloop (with hold).',
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what_you_get_sprite_buttons = {['utility/spawn_flag'] = false},
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base_cost = {fuel = 3500},
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},
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new_boat_cutter_with_hold = {
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tooltip = 'Purchase a cutter (with hold).',
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what_you_get_sprite_buttons = {['utility/spawn_flag'] = false},
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base_cost = {fuel = 5000},
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},
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-- buy_iron = {
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-- tooltip = 'Purchase 250 iron plates for 300 stored fuel.',
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-- what_you_get_sprite_buttons = {['item/iron-plate'] = 250},
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-- base_cost = {fuel = 300},
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-- },
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-- buy_copper = {
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-- tooltip = 'Purchase 250 copper plates for 300 stored fuel.',
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-- what_you_get_sprite_buttons = {['item/copper-plate'] = 250},
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-- base_cost = {fuel = 300},
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-- },
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-- sell_iron = {
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-- tooltip = 'Purchase 200 stored fuel for 2000 iron plates.',
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-- what_you_get_sprite_buttons = {['item/sulfur'] = 200},
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-- base_cost = {iron_plates = 2000},
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-- },
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-- sell_copper = {
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-- tooltip = 'Purchase 100 stored fuel for 2500 copper plates',
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-- what_you_get_sprite_buttons = {['item/sulfur'] = 100},
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-- base_cost = {copper_plates = 2500},
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-- },
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-- as as initial pass let's try making the fuel values half of the old gold values...
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[Upgrades.enum.MORE_POWER] = {
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tooltip = 'Upgrade the ship\'s power.',
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what_you_get_sprite_buttons = {['utility/status_working'] = false},
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base_cost = {coins = 7000, fuel = 500},
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},
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[Upgrades.enum.EXTRA_HOLD] = {
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tooltip = 'Upgrade the ship\'s hold.',
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what_you_get_sprite_buttons = {['item/steel-chest'] = false},
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base_cost = {coins = 7000, fuel = 500},
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},
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[Upgrades.enum.UNLOCK_MERCHANTS] = {
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tooltip = 'Unlock merchant ships.',
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what_you_get_sprite_buttons = {['entity/market'] = false},
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base_cost = {coins = 14000, fuel = 1000},
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},
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[Upgrades.enum.ROCKETS_FOR_SALE] = {
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tooltip = 'Unlock rockets for sale at covered-up markets.',
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what_you_get_sprite_buttons = {['item/rocket-launcher'] = false},
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base_cost = {coins = 21000, fuel = 1000},
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},
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}
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Public.main_shop_data_2 = {
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rail_signal = {
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tooltip = "100 signals, used to steer the boat one space in the Crow's Nest View.",
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what_you_get_sprite_buttons = {['item/rail-signal'] = 100},
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base_cost = {coins = 600, fuel = 50},
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},
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artillery_shell = {
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tooltip = '8 cannon shells.',
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what_you_get_sprite_buttons = {['item/artillery-shell'] = 8},
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base_cost = {coins = 800, fuel = 30},
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},
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artillery_remote = {
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tooltip = 'An artillery targeting remote.',
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what_you_get_sprite_buttons = {['item/artillery-targeting-remote'] = 1},
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base_cost = {coins = 12000, fuel = 2500},
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},
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-- buy_fast_loader = {
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-- tooltip = 'A fast loader for 500 stored fuel.',
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-- what_you_get_sprite_buttons = {['item/fast-loader'] = 1},
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-- base_cost = {fuel = 500},
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-- },
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uranium_ore = {
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tooltip = '10 green rocks of unknown origin.',
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what_you_get_sprite_buttons = {['item/uranium-238'] = 10},
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base_cost = {coins = 1000, fuel = 100},
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},
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extra_time = {
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tooltip = 'Relax at sea for an extra minute. (Increases the next destination\'s loading time.)',
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what_you_get_sprite_buttons = {['utility/time_editor_icon'] = 60},
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base_cost = {coins = 10, fuel = 1},
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},
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}
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function Public.initialise_captains_shop()
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local memory = Memory.get_crew_memory()
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memory.mainshop_availability_bools = {
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uranium_ore = true,
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rail_signal = true,
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artillery_shell = true,
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artillery_remote = false, --good way to get trolled by crew and remove skill
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extra_time = true,
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new_boat_sloop_with_hold = false,
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new_boat_cutter_with_hold = false,
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new_boat_cutter = false,
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buy_iron = false,
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upgrade_cannons = false,
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-- sell_iron = false,
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-- buy_fast_loader = true,
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-- sell_copper = false,
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}
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script.raise_event(CustomEvents.enum['update_crew_fuel_gui'], {})
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end
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-- function Public.main_shop_try_purchase(player, purchase_name)
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-- local memory = Memory.get_crew_memory()
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-- local destination = Common.current_destination()
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-- local shop_data_1 = Public.main_shop_data_1
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-- local shop_data_2 = Public.main_shop_data_2
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-- local trade_data = shop_data_1[purchase_name] or shop_data_2[purchase_name]
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-- if not trade_data then return end
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-- local stored_fuel = memory.stored_fuel
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-- if not stored_fuel then return end
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-- -- local captain_index = memory.playerindex_captain
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-- -- if not (stored_fuel and captain_index) then return end
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-- -- local captain = game.players[captain_index]
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-- if not Common.validate_player_and_character(player) then return end
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-- local inv = player.get_inventory(defines.inventory.character_main)
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-- if not (inv and inv.valid) then return end
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-- local multiplier = Balance.main_shop_cost_multiplier()
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-- -- local rate_limit_ok = not (memory.mainshop_rate_limit_ticker and memory.mainshop_rate_limit_ticker > 0)
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-- local rate_limit_ok = true
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-- local enough_fuel = true
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-- local enough_iron_plates = true
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-- local enough_coins = true
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-- local enough_copper_plates = true
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-- local coins_got
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-- local iron_plates_got
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-- local copper_plates_got
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-- -- local able_to_buy_boats = memory.boat.state == Boats.enum_state.DOCKED --disabled for now
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-- local able_to_buy_boats = false
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-- -- local able_to_buy_boats = (memory.boat.state == Boats.enum_state.DOCKED or memory.boat.state == Boats.enum_state.APPROACHING) --problem with this if you buy whilst approaching, the original one no longer moves
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-- for k, v in pairs(trade_data.base_cost) do
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-- if k == 'fuel' then
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-- enough_fuel = (stored_fuel >= v * multiplier)
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-- elseif k == 'coins' then
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-- coins_got = inv.get_item_count('coin')
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-- enough_coins = coins_got >= v * multiplier
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-- elseif k == 'iron_plates' then
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-- iron_plates_got = inv.get_item_count('iron-plate')
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-- enough_iron_plates = iron_plates_got >= v * multiplier
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-- elseif k == 'copper_plates' then
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-- copper_plates_got = inv.get_item_count('copper-plate')
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-- enough_copper_plates = copper_plates_got >= v * multiplier
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-- end
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-- end
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-- local can_buy = rate_limit_ok and enough_coins and enough_fuel and enough_iron_plates and enough_copper_plates
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-- if purchase_name == 'new_boat_sloop_with_hold' or purchase_name == 'new_boat_cutter_with_hold' or purchase_name == 'new_boat_cutter' then can_buy = can_buy and able_to_buy_boats end
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-- -- @TODO: prevent people from buying things whilst marooned
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-- if can_buy then
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-- for k, v in pairs(trade_data.base_cost) do
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-- if k == 'fuel' then
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-- memory.stored_fuel = memory.stored_fuel - v * multiplier
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-- elseif k == 'coins' then
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-- inv.remove{name="coin", count=v * multiplier}
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-- elseif k == 'iron_plates' then
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-- inv.remove{name="iron-plate", count=v * multiplier}
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-- elseif k == 'copper_plates' then
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-- inv.remove{name="copper-plate", count=v * multiplier}
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-- end
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-- end
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-- local force = memory.force
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-- if not (force and force.valid) then return end
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-- local gotamount
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-- if purchase_name == 'uranium_ore' then
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-- gotamount = trade_data.what_you_get_sprite_buttons['item/uranium-238']
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-- Common.give(player, {{name = 'uranium-238', count = gotamount}})
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-- Common.notify_force_light(force,string.format('%s is buying green rocks...', player.name))
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-- elseif purchase_name == 'extra_time' then
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-- local success = Crew.try_add_extra_time_at_sea(60 * 60)
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-- if success then
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-- Common.notify_force_light(force,string.format('%s is buying extra time at sea...', player.name))
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-- else
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-- Common.notify_player_error(player, string.format('Purchase error: Can\'t buy more time than this.', player.name))
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-- -- refund:
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-- memory.stored_fuel = memory.stored_fuel + trade_data.base_cost.fuel * multiplier
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-- end
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-- elseif purchase_name == 'rail_signal' then
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-- gotamount = trade_data.what_you_get_sprite_buttons['item/rail-signal']
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-- Common.give(player, {{name = 'rail-signal', count = gotamount}})
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-- Common.notify_force_light(force,string.format('%s is buying signals...', player.name))
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-- elseif purchase_name == 'artillery_shell' then
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-- gotamount = trade_data.what_you_get_sprite_buttons['item/artillery-shell']
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-- Common.give(player, {{name = 'artillery-shell', count = gotamount}})
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-- Common.notify_force_light(force,string.format('%s is buying cannon shells...', player.name))
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-- elseif purchase_name == 'artillery_remote' then
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-- gotamount = trade_data.what_you_get_sprite_buttons['item/artillery-targeting-remote']
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-- Common.give(player, {{name = 'artillery-targeting-remote', count = gotamount}})
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-- Common.notify_force_light(force,string.format('%s is buying an artillery targeting remote...', player.name))
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-- elseif purchase_name == 'new_boat_cutter' or purchase_name == 'new_boat_cutter_with_hold' or purchase_name == 'new_boat_sloop_with_hold' then
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-- Dock.execute_boat_purchase()
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-- Common.notify_force(force,string.format('[font=heading-1]%s bought a %s.[/font]', player.name, Boats[Common.current_destination().static_params.boat_for_sale_type].Data.display_name))
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-- elseif purchase_name == 'repair_cannons' then
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-- -- heal all cannons:
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-- local cannons = game.surfaces[destination.surface_name].find_entities_filtered({type = 'artillery-turret'})
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-- for _, c in pairs(cannons) do
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-- local unit_number = c.unit_number
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-- local healthbar = memory.healthbars[unit_number]
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-- if _DEBUG then game.print(unit_number) end
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-- if healthbar then
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-- healthbar.health = healthbar.max_health
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-- Public.update_healthbar_rendering(healthbar, healthbar.max_health)
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-- end
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-- end
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-- Common.notify_force(force,string.format('[font=heading-1]%s repaired the cannons.[/font]', player.name))
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-- memory.mainshop_availability_bools[purchase_name] = false
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-- elseif purchase_name == Upgrades.enum.MORE_POWER then
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-- Upgrades.execute_upgade(Upgrades.enum.MORE_POWER)
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-- memory.mainshop_availability_bools[purchase_name] = false
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-- elseif purchase_name == Upgrades.enum.EXTRA_HOLD then
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-- Upgrades.execute_upgade(Upgrades.enum.EXTRA_HOLD)
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-- memory.mainshop_availability_bools[purchase_name] = false
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-- elseif purchase_name == Upgrades.enum.UNLOCK_MERCHANTS then
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-- Upgrades.execute_upgade(Upgrades.enum.UNLOCK_MERCHANTS)
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-- memory.mainshop_availability_bools[purchase_name] = false
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-- elseif purchase_name == Upgrades.enum.ROCKETS_FOR_SALE then
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-- Upgrades.execute_upgade(Upgrades.enum.ROCKETS_FOR_SALE)
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-- memory.mainshop_availability_bools[purchase_name] = false
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-- elseif purchase_name == 'sell_iron' then
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-- gotamount = trade_data.what_you_get_sprite_buttons['item/coal']
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-- Common.give(player, {{name = 'fuel', count = gotamount}})
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-- Common.notify_force_light(force,string.format('%s is selling iron...', player.name))
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-- elseif purchase_name == 'buy_iron' then
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-- gotamount = trade_data.what_you_get_sprite_buttons['item/iron-plate']
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-- Common.give_items_to_crew{{name = 'iron-plate', count = gotamount}}
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-- Common.notify_force_light(force,string.format('%s is buying iron...', player.name))
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-- elseif purchase_name == 'buy_copper' then
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-- gotamount = trade_data.what_you_get_sprite_buttons['item/copper-plate']
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-- Common.give_items_to_crew{{name = 'copper-plate', count = gotamount}}
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-- Common.notify_force_light(force,string.format('%s is buying copper...', player.name))
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-- -- elseif name == 'buy_fast_loader' then
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-- -- gotamount = trade_data.what_you_get_sprite_buttons['item/fast-loader']
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-- -- Common.give(player, {{name = 'fast-loader', count = gotamount}})
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-- -- Common.notify_force_light(force,string.format('%s bought a fast loader...', player.name))
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-- elseif purchase_name == 'sell_copper' then
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-- gotamount = trade_data.what_you_get_sprite_buttons['item/coal']
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-- Common.give(player, {{name = 'fuel', count = gotamount}})
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-- Common.notify_force_light(force,string.format('%s is selling copper...', player.name))
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-- end
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-- script.raise_event(CustomEvents.enum['update_crew_fuel_gui'], {})
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-- -- memory.mainshop_rate_limit_ticker = Common.mainshop_rate_limit_ticks
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-- else
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-- -- play sound?
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-- if rate_limit_ok == false then
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-- Common.notify_player_error(player, 'Purchase error: Shop rate limit exceeded.')
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-- end
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-- if enough_fuel == false then
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-- Common.notify_player_error(player, 'Purchase error: Not enough stored fuel.')
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-- end
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-- if enough_coins == false then
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-- Common.notify_player_error(player, 'Purchase error: Not enough doubloons.')
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-- end
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-- if enough_iron_plates == false then
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-- Common.notify_player_error(player, 'Purchase error: Not enough iron plates.')
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-- end
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-- if enough_copper_plates == false then
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-- Common.notify_player_error(player, 'Purchase error: Not enough copper plates.')
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-- end
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-- if (purchase_name == 'new_boat_cutter' or purchase_name == 'new_boat_sloop_with_hold' or purchase_name == 'new_boat_cutter_with_hold') and (not able_to_buy_boats) then
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-- Common.notify_player_error(player, 'Purchase error: Not able to purchase ships right now.')
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-- end
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-- end
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-- end
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return Public |