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Merge pull request #579 from iltar/retailer-in-crash-site
Uses the retailer in crash site for markets
This commit is contained in:
commit
17c54eb136
@ -38,6 +38,7 @@ Retailer.events = {
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---Markets are indexed by the position "x,y" and contains the group it belongs to
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---Items are indexed by the group name and is a list indexed by the item name and contains the prices per item
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local memory = {
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id = 0,
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markets = {},
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items = {},
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group_label = {},
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@ -49,6 +50,13 @@ Global.register({
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memory = tbl.memory
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end)
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---Generates a unique identifier for a market group name, as alternative for a custom name.
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function Retailer.generate_group_id()
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local id = memory.id + 1
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memory.id = id
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return 'market-' .. id
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end
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---Sets the name of the market group, provides a user friendly label in the GUI.
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---@param group_name string
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---@param label string
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@ -95,7 +103,7 @@ local function redraw_market_items(data)
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for i, item in pairs(market_items) do
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local price = item.price
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local tooltip = {'', item.name_label, format('\nprice: %d', price)}
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local tooltip = {'', item.name_label, format('\nprice: %.2f', price)}
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local description = item.description
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local total_price = ceil(price * count)
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local disabled = item.disabled == true
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@ -1,255 +0,0 @@
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local Gui = require 'utils.gui'
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local Event = require 'utils.event'
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local Global = require 'utils.global'
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local PlayerStats = require 'features.player_stats'
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local Game = require 'utils.game'
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local math = require "utils.math"
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local Public = {}
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local markets = {}
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Global.register(
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{markets = markets},
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function(tbl)
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markets = tbl.markets
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end
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)
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local market_frame_name = Gui.uid_name()
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local item_button_name = Gui.uid_name()
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local count_slider_name = Gui.uid_name()
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local count_text_name = Gui.uid_name()
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local function redraw_market_items(data)
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local grid = data.grid
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Gui.clear(grid)
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local count = data.count
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local market_items = data.market_items
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for i, item in ipairs(market_items) do
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local name = item.name
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local price = item.price
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local price_per_item = string.format('%.2f', price)
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local button =
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grid.add({type = 'flow'}).add {
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type = 'sprite-button',
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name = item_button_name,
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sprite = 'item/' .. name,
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number = count,
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tooltip = table.concat {name, ' price: ', price_per_item}
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}
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button.style = 'slot_button'
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Gui.set_data(button, {index = i, data = data})
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local message = math.ceil(price * count)
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if message == 1 then
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message = message .. ' coin'
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else
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message = message .. ' coins'
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end
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local label = grid.add {type = 'label', caption = message}
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local label_style = label.style
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label_style.width = 80
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label_style.font = 'default-bold'
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end
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end
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local function do_coin_label(player, label)
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local coin_count = player.get_item_count('coin')
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if coin_count == 1 then
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label.caption = coin_count .. ' coin available'
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else
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label.caption = coin_count .. ' coins available'
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end
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end
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local function draw_market_frame(player, market_items)
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local frame =
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player.gui.center.add {type = 'frame', name = market_frame_name, caption = 'Market', direction = 'vertical'}
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local scroll_pane = frame.add {type = 'scroll-pane'}
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local scroll_style = scroll_pane.style
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scroll_style.maximal_height = 600
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local grid = scroll_pane.add {type = 'table', column_count = 10}
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local data = {
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grid = grid,
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count = 1,
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market_items = market_items
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}
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redraw_market_items(data)
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local coin_label = frame.add {type = 'label'}
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do_coin_label(player, coin_label)
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coin_label.style.font = 'default-bold'
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data.coin_label = coin_label
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local count_flow = frame.add {type = 'flow'}
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local count_slider =
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count_flow.add {type = 'slider', name = count_slider_name, minimum_value = 1, maximum_value = 7, value = 1}
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local count_text = count_flow.add {type = 'text-box', name = count_text_name, text = '1'}
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count_slider.style.width = 100
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count_text.style.width = 60
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local quantity_label = count_flow.add {type = 'label', caption = 'Quantity'}
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quantity_label.style.font = 'default-bold'
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data.slider = count_slider
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data.text = count_text
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Gui.set_data(count_slider, data)
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Gui.set_data(count_text, data)
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return frame
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end
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local function gui_opened(event)
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if not event.gui_type == defines.gui_type.entity then
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return
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end
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local player = Game.get_player_by_index(event.player_index)
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if not player or not player.valid then
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return
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end
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local entity = event.entity
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if not entity or not entity.valid then
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return
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end
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local pos = entity.position
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local market_data = markets[pos.x .. ',' .. pos.y]
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if not market_data then
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return
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end
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local frame = draw_market_frame(player, market_data)
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player.opened = frame
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end
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function Public.add_market(position, data)
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markets[position.x .. ',' .. position.y] = data
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end
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Event.add(defines.events.on_gui_opened, gui_opened)
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Gui.on_custom_close(
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market_frame_name,
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function(event)
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local element = event.element
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Gui.destroy(element)
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end
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)
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Event.add(
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defines.events.on_player_died,
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function(event)
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local player = Game.get_player_by_index(event.player_index or 0)
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if not player or not player.valid then
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return
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end
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local element = player.gui.center
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if element and element.valid then
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element = element[market_frame_name]
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if element and element.valid then
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Gui.destroy(element)
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end
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end
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end
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)
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Gui.on_value_changed(
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count_slider_name,
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function(event)
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local element = event.element
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local data = Gui.get_data(element)
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local value = math.floor(element.slider_value)
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local count
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if value % 2 == 0 then
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count = 10 ^ (value * 0.5) * 0.5
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else
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count = 10 ^ ((value - 1) * 0.5)
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end
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data.count = count
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data.text.text = count
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redraw_market_items(data)
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end
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)
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Gui.on_text_changed(
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count_text_name,
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function(event)
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local element = event.element
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local data = Gui.get_data(element)
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local count = tonumber(element.text)
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if count then
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count = math.floor(count)
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count = math.clamp(count, 1, 1000)
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data.count = count
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data.text.text = count
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else
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data.count = 1
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end
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redraw_market_items(data)
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end
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)
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Gui.on_click(
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item_button_name,
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function(event)
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local player = event.player
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local element = event.element
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local button_data = Gui.get_data(element)
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local data = button_data.data
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local item = data.market_items[button_data.index]
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local name = item.name
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local price = item.price
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local count = data.count
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local cost = math.ceil(price * count)
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local coin_count = player.get_item_count('coin')
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if cost > coin_count then
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player.print('Insufficient coins')
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else
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local inserted = player.insert {name = name, count = count}
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if inserted < count then
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player.print('Insufficient inventory space')
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if inserted > 0 then
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player.remove_item {name = name, count = inserted}
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end
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else
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player.remove_item {name = 'coin', count = cost}
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do_coin_label(player, data.coin_label)
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PlayerStats.change_coin_spent(player.index, cost)
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end
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end
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end
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)
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return Public
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@ -3,7 +3,7 @@ local Token = require 'utils.token'
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local Global = require 'utils.global'
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local Event = require 'utils.event'
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local Task = require 'utils.schedule'
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local Market = require 'map_gen.presets.crash_site.market'
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local Retailer = require 'features.retailer'
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local PlayerStats = require 'features.player_stats'
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local b = require 'map_gen.shared.builders'
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@ -1082,13 +1082,15 @@ Public.market_set_items_callback =
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end
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entity.destructible = false
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local market_id = Retailer.generate_group_id()
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Retailer.add_market(market_id, entity)
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local p = entity.position
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local x, y = p.x, p.y
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local d = math.sqrt(x * x + y * y)
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local market_data = {}
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for i, item in ipairs(data) do
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for i = 1, #data do
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local item = data[i]
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local price = item.price
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local df = item.distance_factor
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@ -1099,10 +1101,8 @@ Public.market_set_items_callback =
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price = math.max(price, min_price)
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end
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market_data[i] = {name = item.name, price = price}
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Retailer.set_item(market_id, {name = item.name, price = price})
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end
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Market.add_market(entity.position, market_data)
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end
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)
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