mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-06 00:23:49 +02:00
598 lines
21 KiB
Lua
598 lines
21 KiB
Lua
--[[
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Character Experience Gain RPG by MewMew
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STRENGTH > character_inventory_slots_bonus , character_mining_speed_modifier
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MAGIC > character_build_distance_bonus, character_item_drop_distance_bonus, character_reach_distance_bonus,
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character_item_pickup_distance_bonus, character_loot_pickup_distance_bonus,
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DEXTERITY > character_running_speed_modifier, character_crafting_speed_modifier
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VITALITY > character_health_bonus
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]]
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local math_random = math.random
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local visuals_delay = 1800
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local level_up_floating_text_color = {0, 205, 0}
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local xp_floating_text_color = {157, 157, 157}
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local experience_levels = {0}
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for a = 1, 9999, 1 do
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experience_levels[#experience_levels + 1] = experience_levels[#experience_levels] + a * 8
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end
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local classes = {
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["engineer"] = "ENGINEER",
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["strength"] = "MINER",
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["magic"] = "SORCERER",
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["dexterity"] = "ROGUE",
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["vitality"] = "TANK",
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}
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local function level_up_effects(player)
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local position = {x = player.position.x - 0.75, y = player.position.y - 1}
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player.surface.create_entity({name = "flying-text", position = position, text = "LEVEL UP", color = level_up_floating_text_color})
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local b = 1.05
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for a = 1, 5, 1 do
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local p = {(position.x + 0.4) + (b * -1 + math_random(0, b * 20) * 0.1), position.y + (b * -1 + math_random(0, b * 20) * 0.1)}
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player.surface.create_entity({name = "flying-text", position = p, text = "✚", color = {255, math_random(0, 127), 0}})
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end
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player.play_sound{path="utility/achievement_unlocked", volume_modifier=0.50}
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end
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local function draw_gui_char_button(player)
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if player.gui.top.rpg then return end
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local b = player.gui.top.add({type = "sprite-button", name = "rpg", caption = "CHAR"})
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b.style.font_color = {165,165,165}
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b.style.font = "heading-1"
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b.style.minimal_height = 38
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b.style.minimal_width = 60
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b.style.padding = 0
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b.style.margin = 0
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end
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local function update_char_button(player)
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if not player.gui.top.rpg then draw_gui_char_button(player) end
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if global.rpg[player.index].points_to_distribute > 0 then
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player.gui.top.rpg.style.font_color = {245, 0, 0}
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else
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player.gui.top.rpg.style.font_color = {175,175,175}
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end
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end
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local function update_player_stats(player)
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local strength = global.rpg[player.index].strength - 10
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global.player_modifiers[player.index].character_inventory_slots_bonus["rpg"] = strength * 0.2
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global.player_modifiers[player.index].character_mining_speed_modifier["rpg"] = strength * 0.006
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local magic = global.rpg[player.index].magic - 10
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local v = magic * 0.15
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global.player_modifiers[player.index].character_build_distance_bonus["rpg"] = v
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global.player_modifiers[player.index].character_item_drop_distance_bonus["rpg"] = v
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global.player_modifiers[player.index].character_reach_distance_bonus["rpg"] = v
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global.player_modifiers[player.index].character_loot_pickup_distance_bonus["rpg"] = v * 0.5
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global.player_modifiers[player.index].character_item_pickup_distance_bonus["rpg"] = v * 0.25
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global.player_modifiers[player.index].character_resource_reach_distance_bonus["rpg"] = v * 0.15
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local dexterity = global.rpg[player.index].dexterity - 10
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global.player_modifiers[player.index].character_running_speed_modifier["rpg"] = dexterity * 0.002
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global.player_modifiers[player.index].character_crafting_speed_modifier["rpg"] = dexterity * 0.015
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global.player_modifiers[player.index].character_health_bonus["rpg"] = (global.rpg[player.index].vitality - 10) * 6
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update_player_modifiers(player)
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end
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local function get_class(player)
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local average = (global.rpg[player.index].strength + global.rpg[player.index].magic + global.rpg[player.index].dexterity + global.rpg[player.index].vitality) / 4
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local high_attribute = 0
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local high_attribute_name = ""
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for _, attribute in pairs({"strength", "magic", "dexterity", "vitality"}) do
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if global.rpg[player.index][attribute] > high_attribute then
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high_attribute = global.rpg[player.index][attribute]
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high_attribute_name = attribute
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end
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end
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if high_attribute < average + average * 0.25 then high_attribute_name = "engineer" end
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return classes[high_attribute_name]
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end
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local function add_gui_description(element, value, width)
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local e = element.add({type = "label", caption = value})
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e.style.single_line = false
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e.style.maximal_width = width
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e.style.minimal_width = width
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e.style.maximal_height = 40
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e.style.minimal_height = 38
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e.style.font = "default-bold"
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e.style.font_color = {175, 175, 200}
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e.style.horizontal_align = "right"
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e.style.vertical_align = "center"
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return e
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end
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local function add_gui_stat(element, value, width)
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local e = element.add({type = "sprite-button", caption = value})
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e.style.maximal_width = width
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e.style.minimal_width = width
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e.style.maximal_height = 38
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e.style.minimal_height = 38
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e.style.font = "default-bold"
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e.style.font_color = {222, 222, 222}
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e.style.horizontal_align = "center"
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e.style.vertical_align = "center"
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return e
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end
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local function add_gui_increase_stat(element, name, player, width)
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local sprite = "virtual-signal/signal-red"
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local symbol = "✚"
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if global.rpg[player.index].points_to_distribute <= 0 then sprite = "virtual-signal/signal-black" end
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local e = element.add({type = "sprite-button", name = name, caption = symbol, sprite = sprite})
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e.style.maximal_height = 38
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e.style.minimal_height = 38
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e.style.maximal_width = 38
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e.style.minimal_width = 38
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e.style.font = "default-large-semibold"
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e.style.font_color = {0,0,0}
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e.style.horizontal_align = "center"
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e.style.vertical_align = "center"
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e.style.padding = 0
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e.style.margin = 0
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e.tooltip = "Rightclick to allocate 5 points."
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return e
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end
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local function add_separator(element, width)
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local e = element.add({type = "line"})
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e.style.maximal_width = width
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e.style.minimal_width = width
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e.style.minimal_height = 12
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return e
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end
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local function draw_gui(player, forced)
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if not forced then
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if global.rpg[player.index].gui_refresh_delay > game.tick then return end
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end
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if player.gui.left.rpg then player.gui.left.rpg.destroy() end
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if not player.character then return end
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local frame = player.gui.left.add({type = "frame", name = "rpg", direction = "vertical"})
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frame.style.maximal_width = 425
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frame.style.minimal_width = 425
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add_separator(frame, 400)
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local t = frame.add({type = "table", column_count = 2})
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local e = add_gui_stat(t, player.name, 200)
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e.style.font_color = player.chat_color
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e.style.font = "default-large-bold"
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local e = add_gui_stat(t, get_class(player), 200)
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e.style.font = "default-large-bold"
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add_separator(frame, 400)
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local t = frame.add({type = "table", column_count = 4})
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t.style.cell_padding = 1
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add_gui_description(t, "LEVEL", 80)
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add_gui_stat(t, global.rpg[player.index].level, 80)
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add_gui_description(t, "EXPERIENCE", 100)
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add_gui_stat(t, math.floor(global.rpg[player.index].xp), 125)
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add_gui_description(t, " ", 75)
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add_gui_description(t, " ", 75)
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add_gui_description(t, "NEXT LEVEL", 100)
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add_gui_stat(t, experience_levels[global.rpg[player.index].level + 1], 125)
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add_separator(frame, 400)
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local t = frame.add({type = "table", column_count = 2})
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local tt = t.add({type = "table", column_count = 3})
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tt.style.cell_padding = 1
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local w1 = 85
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local w2 = 63
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local tip = "Increases inventory slots and mining speed."
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local e = add_gui_description(tt, "STRENGTH", w1)
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e.tooltip = tip
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local e = add_gui_stat(tt, global.rpg[player.index].strength, w2)
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e.tooltip = tip
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add_gui_increase_stat(tt, "strength", player)
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local tip = "Increases reach distance."
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local e = add_gui_description(tt, "MAGIC", w1)
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e.tooltip = tip
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local e = add_gui_stat(tt, global.rpg[player.index].magic, w2)
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e.tooltip = tip
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add_gui_increase_stat(tt, "magic", player)
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local tip = "Increases running and crafting speed."
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local e = add_gui_description(tt, "DEXTERITY", w1)
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e.tooltip = tip
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local e = add_gui_stat(tt, global.rpg[player.index].dexterity, w2)
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e.tooltip = tip
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add_gui_increase_stat(tt, "dexterity", player)
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local tip = "Increases your health."
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local e = add_gui_description(tt, "VITALITY", w1)
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e.tooltip = tip
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local e = add_gui_stat(tt, global.rpg[player.index].vitality, w2)
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e.tooltip = tip
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add_gui_increase_stat(tt, "vitality", player)
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add_gui_description(tt, "POINTS TO\nDISTRIBUTE", w1)
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local e = add_gui_stat(tt, global.rpg[player.index].points_to_distribute, w2)
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e.style.font_color = {200, 0, 0}
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add_gui_description(tt, " ", w2)
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add_gui_description(tt, " ", w1)
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add_gui_description(tt, " ", w2)
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add_gui_description(tt, " ", w2)
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add_gui_description(tt, "LIFE", w1)
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add_gui_stat(tt, math.floor(player.character.health), w2)
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add_gui_stat(tt, math.floor(player.character.prototype.max_health + player.character_health_bonus + player.force.character_health_bonus), w2)
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local shield = 0
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local shield_max = 0
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local i = player.character.get_inventory(defines.inventory.character_armor)
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if not i.is_empty() then
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if i[1].grid then
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shield = math.floor(i[1].grid.shield)
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shield_max = math.floor(i[1].grid.max_shield)
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end
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end
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add_gui_description(tt, "SHIELD", w1)
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add_gui_stat(tt, shield, w2)
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add_gui_stat(tt, shield_max, w2)
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local tt = t.add({type = "table", column_count = 3})
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tt.style.cell_padding = 1
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local w0 = 2
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local w1 = 80
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local w2 = 80
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add_gui_description(tt, " ", w0)
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add_gui_description(tt, "MINING\nSPEED", w1)
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local value = (player.force.manual_mining_speed_modifier + player.character_mining_speed_modifier + 1) * 100 .. "%"
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add_gui_stat(tt, value, w2)
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add_gui_description(tt, " ", w0)
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add_gui_description(tt, "SLOT\nBONUS", w1)
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local value = "+ " .. player.force.character_inventory_slots_bonus + player.character_inventory_slots_bonus
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add_gui_stat(tt, value, w2)
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local e = add_gui_description(tt, "", w0)
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e.style.maximal_height = 16
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local e = add_gui_description(tt, "", w0)
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e.style.maximal_height = 16
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local e = add_gui_description(tt, "", w0)
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e.style.maximal_height = 16
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local value = "+ " .. (player.force.character_reach_distance_bonus + player.character_reach_distance_bonus)
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local tooltip = ""
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tooltip = tooltip .. "Reach distance bonus: " .. player.character_reach_distance_bonus
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tooltip = tooltip .. "\nBuild distance bonus: " .. player.character_build_distance_bonus
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tooltip = tooltip .. "\nItem drop distance bonus: " .. player.character_item_drop_distance_bonus
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tooltip = tooltip .. "\nLoot pickup distance bonus: " .. player.character_loot_pickup_distance_bonus
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tooltip = tooltip .. "\nItem pickup distance bonus: " .. player.character_item_pickup_distance_bonus
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tooltip = tooltip .. "\nResource reach distance bonus: " .. player.character_resource_reach_distance_bonus
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add_gui_description(tt, " ", w0)
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local e = add_gui_description(tt, "REACH\nDISTANCE", w1)
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e.tooltip = tooltip
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local e = add_gui_stat(tt, value, w2)
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e.tooltip = tooltip
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local e = add_gui_description(tt, "", w0)
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e.style.maximal_height = 16
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local e = add_gui_description(tt, "", w0)
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e.style.maximal_height = 16
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local e = add_gui_description(tt, "", w0)
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e.style.maximal_height = 16
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add_gui_description(tt, " ", w0)
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add_gui_description(tt, "CRAFTING\nSPEED", w1)
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local value = (player.force.manual_crafting_speed_modifier + player.character_crafting_speed_modifier + 1) * 100 .. "%"
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add_gui_stat(tt, value, w2)
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add_gui_description(tt, " ", w0)
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add_gui_description(tt, "RUNNING\nSPEED", w1)
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local value = (player.force.character_running_speed_modifier + player.character_running_speed_modifier + 1) * 100 .. "%"
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add_gui_stat(tt, value, w2)
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local e = add_gui_description(tt, "", w0)
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e.style.maximal_height = 16
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local e = add_gui_description(tt, "", w0)
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e.style.maximal_height = 16
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local e = add_gui_description(tt, "", w0)
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e.style.maximal_height = 16
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add_gui_description(tt, " ", w0)
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add_gui_description(tt, "HEALTH\nBONUS", w1)
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local value = "+ " .. (player.force.character_health_bonus + player.character_health_bonus)
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add_gui_stat(tt, value, w2)
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--[[
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add_gui_description(tt, " ", w0)
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add_gui_description(tt, "DAMAGE\nRESISTANCE", w1)
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local value = 0 .. "%"
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add_gui_stat(tt, value, w2)
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]]
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add_separator(frame, 400)
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local t = frame.add({type = "table", column_count = 14})
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for i = 1, 14, 1 do
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local e = t.add({type = "sprite", sprite = global.frame_icons[i]})
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e.style.maximal_width = 24
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e.style.maximal_height = 24
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e.style.padding = 0
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end
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add_separator(frame, 400)
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global.rpg[player.index].gui_refresh_delay = game.tick + 6
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update_char_button(player)
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end
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local function draw_level_text(player)
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if global.rpg[player.index].text then
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rendering.destroy(global.rpg[player.index].text)
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global.rpg[player.index].text = nil
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end
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local players = {}
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for _, p in pairs(game.players) do
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if p.index ~= player.index then
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players[#players + 1] = p.index
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end
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end
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if #players == 0 then return end
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global.rpg[player.index].text = rendering.draw_text{
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text = "lvl " .. global.rpg[player.index].level,
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surface = player.surface,
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target = player.character,
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target_offset = {0, -3.25},
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color = {
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r = player.color.r * 0.6 + 0.25,
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g = player.color.g * 0.6 + 0.25,
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b = player.color.b * 0.6 + 0.25,
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a = 1
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},
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players = players,
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scale = 1.00,
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font = "default-large-semibold",
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alignment = "center",
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scale_with_zoom = false
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}
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end
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local function level_up(player)
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local distribute_points_gain = 0
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for i = global.rpg[player.index].level + 1, #experience_levels, 1 do
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if global.rpg[player.index].xp > experience_levels[i] then
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global.rpg[player.index].level = i
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distribute_points_gain = distribute_points_gain + 5
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else
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break
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end
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end
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if distribute_points_gain == 0 then return end
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draw_level_text(player)
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global.rpg[player.index].points_to_distribute = global.rpg[player.index].points_to_distribute + distribute_points_gain
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update_char_button(player)
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table.shuffle_table(global.frame_icons)
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if player.gui.left.rpg then draw_gui(player, true) end
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level_up_effects(player)
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end
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local function gain_xp(player, amount)
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amount = math.round(amount, 2)
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global.rpg[player.index].xp = global.rpg[player.index].xp + amount
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global.rpg[player.index].xp_since_last_floaty_text = global.rpg[player.index].xp_since_last_floaty_text + amount
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if player.gui.left.rpg then draw_gui(player) end
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if not experience_levels[global.rpg[player.index].level + 1] then return end
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if global.rpg[player.index].xp >= experience_levels[global.rpg[player.index].level + 1] then
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level_up(player)
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return
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end
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if global.rpg[player.index].last_floaty_text > game.tick then return end
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player.create_local_flying_text{text="+" .. global.rpg[player.index].xp_since_last_floaty_text .. " xp", position=player.position, color=xp_floating_text_color, time_to_live=120, speed=2}
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global.rpg[player.index].xp_since_last_floaty_text = 0
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global.rpg[player.index].last_floaty_text = game.tick + visuals_delay
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end
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function rpg_reset_player(player)
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if player.gui.left.rpg then player.gui.left.rpg.destroy() end
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global.rpg[player.index] = {
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level = 1, xp = 0, strength = 10, magic = 10, dexterity = 10, vitality = 10, points_to_distribute = 0,
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last_floaty_text = visuals_delay, xp_since_last_floaty_text = 0,
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rotated_entity_delay = 0, gui_refresh_delay = 0,
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}
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draw_gui_char_button(player)
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update_char_button(player)
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update_player_stats(player)
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|
draw_level_text(player)
|
|
end
|
|
|
|
function rpg_reset_all_players()
|
|
for _, p in pairs(game.players) do
|
|
rpg_reset_player(p)
|
|
end
|
|
end
|
|
|
|
local function on_gui_click(event)
|
|
if not event.element then return end
|
|
if not event.element.valid then return end
|
|
local element = event.element
|
|
|
|
if element.type ~= "sprite-button" then return end
|
|
|
|
if element.caption == "CHAR" then
|
|
if element.name == "rpg" then
|
|
local player = game.players[event.player_index]
|
|
if player.gui.left.rpg then
|
|
player.gui.left.rpg.destroy()
|
|
return
|
|
end
|
|
draw_gui(player)
|
|
end
|
|
end
|
|
|
|
if element.caption ~= "✚" then return end
|
|
if element.sprite ~= "virtual-signal/signal-red" then return end
|
|
|
|
local index = element.name
|
|
local player = game.players[event.player_index]
|
|
if not global.rpg[player.index][index] then return end
|
|
if not player.character then return end
|
|
|
|
if event.button == defines.mouse_button_type.right then
|
|
for a = 1, 5, 1 do
|
|
if global.rpg[player.index].points_to_distribute <= 0 then draw_gui(player) return end
|
|
global.rpg[player.index].points_to_distribute = global.rpg[player.index].points_to_distribute - 1
|
|
global.rpg[player.index][index] = global.rpg[player.index][index] + 1
|
|
update_player_stats(player)
|
|
end
|
|
draw_gui(player)
|
|
return
|
|
end
|
|
|
|
if global.rpg[player.index].points_to_distribute <= 0 then draw_gui(player) return end
|
|
global.rpg[player.index].points_to_distribute = global.rpg[player.index].points_to_distribute - 1
|
|
global.rpg[player.index][index] = global.rpg[player.index][index] + 1
|
|
update_player_stats(player)
|
|
draw_gui(player)
|
|
end
|
|
|
|
local xp_yield = {
|
|
["behemoth-biter"] = 16,
|
|
["behemoth-spitter"] = 16,
|
|
["behemoth-worm-turret"] = 48,
|
|
["big-biter"] = 8,
|
|
["big-spitter"] = 8,
|
|
["big-worm-turret"] = 32,
|
|
["biter-spawner"] = 32,
|
|
["character"] = 16,
|
|
["gun-turret"] = 8,
|
|
["laser-turret"] = 16,
|
|
["medium-biter"] = 4,
|
|
["medium-spitter"] = 4,
|
|
["medium-worm-turret"] = 16,
|
|
["small-biter"] = 1,
|
|
["small-spitter"] = 1,
|
|
["small-worm-turret"] = 8,
|
|
["spitter-spawner"] = 32,
|
|
}
|
|
|
|
local function on_entity_died(event)
|
|
if not event.cause then return end
|
|
if not event.cause.valid then return end
|
|
if event.cause.name ~= "character" then return end
|
|
if not event.cause.player then return end
|
|
if not event.entity.valid then return end
|
|
if event.cause.force.index == event.entity.force.index then return end
|
|
if xp_yield[event.entity.name] then
|
|
gain_xp(event.cause.player, xp_yield[event.entity.name])
|
|
else
|
|
gain_xp(event.cause.player, 0.5)
|
|
end
|
|
end
|
|
|
|
--[[
|
|
local function on_entity_damaged(event)
|
|
if not event.entity.valid then return end
|
|
if event.final_damage_amount == 0 then return end
|
|
if event.entity.name ~= "character" then return end
|
|
if not event.entity.player then return end
|
|
local damage_taken = event.final_damage_amount
|
|
if damage_taken > 500 then damage_taken = 500 end
|
|
gain_xp(event.entity.player, damage_taken * 0.055)
|
|
end]]
|
|
|
|
local function on_player_repaired_entity(event)
|
|
if math_random(1, 8) ~= 1 then return end
|
|
local player = game.players[event.player_index]
|
|
if not player.character then return end
|
|
gain_xp(player, 0.33)
|
|
end
|
|
|
|
local function on_player_rotated_entity(event)
|
|
local player = game.players[event.player_index]
|
|
if not player.character then return end
|
|
if global.rpg[player.index].rotated_entity_delay > game.tick then return end
|
|
global.rpg[player.index].rotated_entity_delay = game.tick + 20
|
|
gain_xp(player, 0.20)
|
|
end
|
|
|
|
local function on_player_changed_position(event)
|
|
if math_random(1, 64) ~= 1 then return end
|
|
local player = game.players[event.player_index]
|
|
if not player.character then return end
|
|
if player.character.driving then return end
|
|
gain_xp(player, 1.0)
|
|
end
|
|
|
|
local function on_pre_player_mined_item(event)
|
|
if not event.entity.valid then return end
|
|
local player = game.players[event.player_index]
|
|
if event.entity.type == "resource" then gain_xp(player, 0.5) return end
|
|
if event.entity.force.name == "neutral" then gain_xp(player, 1.25 + event.entity.prototype.max_health * 0.0025) return end
|
|
gain_xp(player, 0.1 + event.entity.prototype.max_health * 0.0005)
|
|
end
|
|
|
|
local function on_built_entity(event)
|
|
if not event.created_entity.valid then return end
|
|
if event.created_entity.type == "entity-ghost" then return end
|
|
local player = game.players[event.player_index]
|
|
gain_xp(player, 0.1)
|
|
end
|
|
|
|
local function on_player_crafted_item(event)
|
|
if not event.recipe.energy then return end
|
|
local player = game.players[event.player_index]
|
|
gain_xp(player, event.recipe.energy * 0.25)
|
|
end
|
|
|
|
local function on_player_respawned(event)
|
|
draw_level_text(game.players[event.player_index])
|
|
update_player_stats(game.players[event.player_index])
|
|
end
|
|
|
|
local function on_player_joined_game(event)
|
|
local player = game.players[event.player_index]
|
|
if not global.rpg[player.index] then
|
|
rpg_reset_player(player)
|
|
end
|
|
draw_gui_char_button(player)
|
|
if not player.character then return end
|
|
update_player_stats(player)
|
|
draw_level_text(player)
|
|
end
|
|
|
|
local function on_init(event)
|
|
global.rpg = {}
|
|
global.frame_icons = {
|
|
"entity/small-worm-turret", "entity/medium-worm-turret", "entity/big-worm-turret", "entity/behemoth-worm-turret",
|
|
"entity/small-biter", "entity/small-biter", "entity/small-spitter", "entity/medium-biter", "entity/medium-biter",
|
|
"entity/medium-spitter", "entity/big-biter", "entity/big-biter", "entity/big-spitter", "entity/behemoth-biter", "entity/behemoth-biter", "entity/behemoth-spitter"
|
|
}
|
|
table.shuffle_table(global.frame_icons)
|
|
end
|
|
|
|
local event = require 'utils.event'
|
|
event.on_init(on_init)
|
|
--event.add(defines.events.on_entity_damaged, on_entity_damaged)
|
|
event.add(defines.events.on_built_entity, on_built_entity)
|
|
event.add(defines.events.on_entity_died, on_entity_died)
|
|
event.add(defines.events.on_gui_click, on_gui_click)
|
|
event.add(defines.events.on_player_changed_position, on_player_changed_position)
|
|
event.add(defines.events.on_player_crafted_item, on_player_crafted_item)
|
|
event.add(defines.events.on_player_joined_game, on_player_joined_game)
|
|
event.add(defines.events.on_player_repaired_entity, on_player_repaired_entity)
|
|
event.add(defines.events.on_player_respawned, on_player_respawned)
|
|
event.add(defines.events.on_player_rotated_entity, on_player_rotated_entity)
|
|
event.add(defines.events.on_pre_player_mined_item, on_pre_player_mined_item) |