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https://github.com/ComfyFactory/ComfyFactorio.git
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346 lines
15 KiB
Lua
346 lines
15 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 Classes = require 'maps.pirates.roles.classes'
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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 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 Roles = require 'maps.pirates.roles.roles'
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local Math = require 'maps.pirates.math'
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local _inspect = require 'utils.inspect'.inspect
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local SurfacesCommon = require 'maps.pirates.surfaces.common'
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local Upgrades = require 'maps.pirates.boat_upgrades'
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-- local Upgrades = require 'maps.pirates.boat_upgrades'
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local Public = {}
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Public.Captains = require 'maps.pirates.shop.captains'
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Public.Covered = require 'maps.pirates.shop.covered'
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Public.Merchants = require 'maps.pirates.shop.merchants'
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Public.Minimarket = require 'maps.pirates.shop.dock'
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function Public.print_transaction(player, offer_itemname, offer_itemcount, price)
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local type = 'traded away'
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local s2 = {''}
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local s3 = offer_itemcount .. ' ' .. offer_itemname
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if offer_itemname == 'coin' then type = 'sold' end
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for i, p in pairs(price) do
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local p2 = {name = p.name, amount = p.amount}
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if p2.name == 'raw-fish' then p2.name = 'fish' end
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if p2.name == 'coin' then
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type = 'bought'
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p2.name = 'doubloons'
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end
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if i > 1 then
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if i == #price then
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s2[#s2+1] = {'pirates.separator_2'}
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else
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s2[#s2+1] = {'pirates.separator_1'}
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end
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end
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s2[#s2+1] = p2.amount
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s2[#s2+1] = ' '
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s2[#s2+1] = p2.name
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end
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if type == 'sold' then
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Common.notify_force_light(player.force, {'pirates.market_event_sell', player.name, s2, s3})
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elseif type == 'traded away' then
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Common.notify_force_light(player.force, {'pirates.market_event_trade', player.name, s2, s3})
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elseif type == 'bought' then
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Common.notify_force_light(player.force, {'pirates.market_event_buy', player.name, s3, s2})
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end
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end
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local function purchaseData(market, player, offer_index)
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--a proper rewriting of this function would directly check market entities against saved references to them in memory, but we haven't had time to rewrite it yet
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local destination = Common.current_destination()
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local alloffers = market.get_market_items()
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local this_offer = alloffers[offer_index]
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local price = this_offer.price
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local offer_type = this_offer.offer.type
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local offer_giveitem_name, offer_giveitem_count
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if offer_type == 'give-item' then
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offer_giveitem_name = this_offer.offer.item
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offer_giveitem_count = this_offer.offer.count
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end
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-- check for BARTER vs STATIC vs ONE-OFF
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-- One-off becomes unavailable after purchase, such as class purchase
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-- Static doesn't decay
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-- Barter decays
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local decay_type
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local dock_bool = destination.type == SurfacesCommon.enum.DOCK
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local island_bool = destination.type == SurfacesCommon.enum.ISLAND
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local purchase_bool = (price and price[1] and price[1].name and (price[1].name == 'coin'))
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local simple_efficiency_trade_bool = (price and price[1] and price[1].name and (price[1].name == 'pistol' or price[1].name == 'burner-mining-drill'))
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local special_purchase_bool = (offer_giveitem_name == 'rocket-launcher')
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-- local special_purchase_bool = (offer_giveitem_name and (offer_giveitem_name == 'loader' or offer_giveitem_name == 'fast-loader' or offer_giveitem_name == 'express-loader' or offer_giveitem_name == 'rocket-launcher'))
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local surface_name_decoded = SurfacesCommon.decode_surface_name(player.surface.name)
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local type = surface_name_decoded.type
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local in_captains_cabin = type and type == SurfacesCommon.enum.CABIN
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local dock_upgrades_market = destination.dynamic_data.dock_captains_market and (destination.dynamic_data.dock_captains_market == market)
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local permission_level_fail = (in_captains_cabin and Roles.player_privilege_level(player) < Roles.privilege_levels.OFFICER) or (dock_upgrades_market and Roles.player_privilege_level(player) < Roles.privilege_levels.OFFICER)
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if in_captains_cabin then
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decay_type = 'static'
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elseif offer_type == 'nothing' or dock_upgrades_market then
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decay_type = 'one-off'
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elseif simple_efficiency_trade_bool or special_purchase_bool then
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decay_type = 'static'
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elseif dock_bool and purchase_bool and (offer_giveitem_name) and (offer_giveitem_name == 'stone' or offer_giveitem_name == 'iron-ore' or offer_giveitem_name == 'copper-ore' or offer_giveitem_name == 'crude-oil-barrel') then
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decay_type = 'fast_decay'
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elseif dock_bool and purchase_bool and (offer_giveitem_name) then
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decay_type = 'one-off'
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elseif island_bool and (not (offer_giveitem_name and offer_giveitem_name == 'rocket')) then
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decay_type = 'one-off'
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else
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decay_type = 'decay'
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end
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return {
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alloffers = alloffers,
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decay_type = decay_type,
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price = price,
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offer_type = offer_type,
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offer_giveitem_name = offer_giveitem_name,
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offer_giveitem_count = offer_giveitem_count,
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dock_bool = dock_bool,
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island_bool = island_bool,
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purchase_bool = purchase_bool,
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simple_efficiency_trade_bool = simple_efficiency_trade_bool,
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special_purchase_bool = special_purchase_bool,
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in_captains_cabin = in_captains_cabin,
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dock_upgrades_market = dock_upgrades_market,
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permission_level_fail = permission_level_fail,
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}
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end
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function Public.event_on_market_item_purchased(event)
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local player_index, market, offer_index, trade_count = event.player_index, event.market, event.offer_index, event.count
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local player = game.players[player_index]
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if not (market and market.valid and offer_index and Common.validate_player(player)) then return end
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local crew_id = tonumber(string.sub(player.force.name, -3, -1)) or nil
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Memory.set_working_id(crew_id)
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local memory = Memory.get_crew_memory()
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local destination = Common.current_destination()
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local inv = player.get_inventory(defines.inventory.character_main)
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local thisPurchaseData = purchaseData(market, player, offer_index)
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local refunds = 0
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-- Normally we want to disallow multi-purchases in this game (with the exception of static trades for items), so refund any additional purchases:
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if (thisPurchaseData.decay_type ~= 'static' or thisPurchaseData.offer_type == 'nothing') and player and trade_count and trade_count > 1 then
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inv = player.get_inventory(defines.inventory.character_main)
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if not inv then return end
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for _, p in pairs(thisPurchaseData.price) do
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inv.insert{name = p.name, count = p.amount * (trade_count - 1)}
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end
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if thisPurchaseData.offer_type == 'give-item' then
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inv.remove{name = thisPurchaseData.offer_giveitem_name, count = thisPurchaseData.offer_giveitem_count * (trade_count - 1)}
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end
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refunds = refunds + (trade_count - 1)
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end
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if thisPurchaseData.decay_type == 'one-off' then
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local force = player.force
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if thisPurchaseData.dock_upgrades_market then
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if thisPurchaseData.offer_type == 'give-item' then
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-- this is the dummy artillery purchase
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inv.remove{name = thisPurchaseData.offer_giveitem_name, count = thisPurchaseData.offer_giveitem_count}
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end
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if thisPurchaseData.permission_level_fail then
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Common.notify_player_error(player, {'pirates.market_error_not_captain'})
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-- refund:
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inv = player.get_inventory(defines.inventory.character_main)
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if not inv then return end
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for _, p in pairs(thisPurchaseData.price) do
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inv.insert{name = p.name, count = p.amount}
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end
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refunds = refunds + 1
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else
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if thisPurchaseData.offer_type == 'give-item' 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.boat.healthbars[unit_number]
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if healthbar then
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healthbar.health = healthbar.max_health
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Common.update_healthbar_rendering(healthbar, healthbar.max_health)
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else
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log('error: healthbar ' .. unit_number .. ' not found')
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end
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end
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Common.notify_force(force,{'pirates.repaired_cannons', player.name})
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market.remove_market_item(offer_index)
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else
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local upgrade_type = Common.current_destination().static_params.upgrade_for_sale
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if upgrade_type then
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Upgrades.execute_upgade(upgrade_type, player)
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end
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market.remove_market_item(offer_index)
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end
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end
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else
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if thisPurchaseData.offer_type == 'nothing' and destination.static_params.class_for_sale then
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local class_for_sale = destination.static_params.class_for_sale
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-- if not class_for_sale then return end
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local required_class = Classes.class_purchase_requirement[class_for_sale]
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local ok = true
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-- check if they have the required class to buy it
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if required_class then
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if not (memory.classes_table and memory.classes_table[player.index] and memory.classes_table[player.index] == required_class) then
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ok = false
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Common.notify_force_error(force, {'pirates.class_purchase_error_prerequisite_class',Classes.display_form(required_class)})
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end
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end
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if ok then
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if required_class then
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if force and force.valid then
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local message = {'pirates.class_upgrade', player.name, Classes.display_form(required_class), Classes.display_form(class_for_sale), Classes.explanation(class_for_sale)}
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Common.notify_force_light(force,message)
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end
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else
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-- check if they have a role already - renounce it if so
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if memory.classes_table and memory.classes_table[player.index] then
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Classes.try_renounce_class(player, false)
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end
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if force and force.valid then
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local message = {'pirates.class_purchase', player.name, Classes.display_form(class_for_sale), Classes.explanation(class_for_sale)}
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Common.notify_force_light(force, message)
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end
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end
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memory.classes_table[player.index] = class_for_sale
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memory.available_classes_pool = Utils.ordered_table_with_single_value_removed(memory.available_classes_pool, class_for_sale)
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-- if destination.dynamic_data and destination.dynamic_data.market_class_offer_rendering then
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-- rendering.destroy(destination.dynamic_data.market_class_offer_rendering)
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-- end
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market.remove_market_item(offer_index)
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if Classes.class_unlocks[class_for_sale] then
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for _, upgrade in pairs(Classes.class_unlocks[class_for_sale]) do
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memory.available_classes_pool[#memory.available_classes_pool + 1] = upgrade
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end
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end
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else
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--refund
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inv = player.get_inventory(defines.inventory.character_main)
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if not inv then return end
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for _, p in pairs(thisPurchaseData.price) do
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inv.insert{name = p.name, count = p.amount}
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end
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refunds = refunds + 1
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end
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else
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Common.notify_force_light(player.force, {'pirates.market_event_buy', player.name, thisPurchaseData.offer_giveitem_count .. ' ' .. thisPurchaseData.offer_giveitem_name, thisPurchaseData.price[1].amount .. ' ' .. thisPurchaseData.price[1].name})
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market.remove_market_item(offer_index)
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end
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end
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else
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if thisPurchaseData.in_captains_cabin and thisPurchaseData.permission_level_fail then
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Common.notify_player_error(player, {'pirates.market_error_not_captain_or_officer'})
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-- refund:
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inv = player.get_inventory(defines.inventory.character_main)
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if not inv then return end
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for _, p in pairs(thisPurchaseData.price) do
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inv.insert{name = p.name, count = p.amount}
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end
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if thisPurchaseData.offer_type == 'give-item' then
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inv.remove{name = thisPurchaseData.offer_giveitem_name, count = thisPurchaseData.offer_giveitem_count}
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end
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refunds = refunds + 1
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else
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-- print:
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if (thisPurchaseData.price and thisPurchaseData.price[1]) then
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if not (thisPurchaseData.price[1].name and thisPurchaseData.price[1].name == 'burner-mining-drill') then --this one is too boring to announce
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if thisPurchaseData.in_captains_cabin and thisPurchaseData.offer_type == 'nothing' then
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Common.notify_force_light(player.force, {'pirates.market_event_buy', player.name, {'pirates.extra_time_at_sea'}, thisPurchaseData.price[1].amount .. ' ' .. thisPurchaseData.price[1].name})
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else
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Public.print_transaction(player, thisPurchaseData.offer_giveitem_name, thisPurchaseData.offer_giveitem_count, thisPurchaseData.price)
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end
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end
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end
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if thisPurchaseData.in_captains_cabin and thisPurchaseData.offer_type == 'nothing' then
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local success = Crew.try_add_extra_time_at_sea(60 * 60)
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if not success then
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Common.notify_player_error(player, {'pirates.market_error_maximum_loading_time'})
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-- refund:
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inv = player.get_inventory(defines.inventory.character_main)
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if not inv then return end
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for _, p in pairs(thisPurchaseData.price) do
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inv.insert{name = p.name, count = p.amount}
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end
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refunds = refunds + 1
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end
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else
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if thisPurchaseData.decay_type == 'static' then
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if not inv then return end
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local flying_text_color = {r = 255, g = 255, b = 255}
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local text1 = '[color=1,1,1]+' .. thisPurchaseData.offer_giveitem_count .. '[/color] [item=' .. thisPurchaseData.offer_giveitem_name .. ']'
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local text2 = '[color=' .. flying_text_color.r .. ',' .. flying_text_color.g .. ',' .. flying_text_color.b .. '](' .. inv.get_item_count(thisPurchaseData.offer_giveitem_name) .. ')[/color]'
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Common.flying_text(player.surface, player.position, text1 .. ' [font=count-font]' .. text2 .. '[/font]')
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else
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local decay_param = Balance.barter_decay_parameter()
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if thisPurchaseData.decay_type == 'fast_decay' then decay_param = Balance.barter_decay_parameter()^3 end
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if not inv then return end
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local flying_text_color = {r = 255, g = 255, b = 255}
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local text1 = '[color=1,1,1]+' .. thisPurchaseData.offer_giveitem_count .. '[/color] [item=' .. thisPurchaseData.offer_giveitem_name .. ']'
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local text2 = '[color=' .. flying_text_color.r .. ',' .. flying_text_color.g .. ',' .. flying_text_color.b .. '](' .. inv.get_item_count(thisPurchaseData.offer_giveitem_name) .. ')[/color]'
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Common.flying_text(player.surface, player.position, text1 .. ' [font=count-font]' .. text2 .. '[/font]')
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--update market trades:
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thisPurchaseData.alloffers[offer_index].offer.count = Math.max(Math.floor(thisPurchaseData.alloffers[offer_index].offer.count * decay_param),1)
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market.clear_market_items()
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for _, offer in pairs(thisPurchaseData.alloffers) do
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market.add_market_item(offer)
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end
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end
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end
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end
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end
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if thisPurchaseData.offer_giveitem_name and thisPurchaseData.offer_giveitem_name == 'coin' and refunds < trade_count then
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memory.playtesting_stats.coins_gained_by_markets = memory.playtesting_stats.coins_gained_by_markets + thisPurchaseData.offer_giveitem_count
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end
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end
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return Public |