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Diggy - New leveling system (#402)
* Basic setup for Force Control * Buffs transitioned to new level system Implemented level up buffs (Also made a double value avaliable at certain levels) Added experience for research, rocket launched, mined rocks Removing experience on player death. 0.5% of total experience Added total_experience to ForceControl.lua Refactored util/game.lua * Transfered market item unlocks Made Market Items unlock through the force control system. Removed stone from mined stone * Initial conversion of market items to coins * Started biter killing giving XP * XP for killing enemies. GUI update * Made ForceControl.remove_experience return the actual removed experience * Got my head and mind back, also fixed progress bar saying long numbers * Changed get_market() * Brand new formula, CI review changes * Update CHANGELOG.md
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@ -5,6 +5,10 @@ All notable changes to this project will be documented in this file.
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## Next version
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### Features
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- [Diggy] Added new formula to calculate experience requirement for next level #402
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- [Diggy] Added health bonus on level up #402
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- [Diggy] Added new level system to replace stone sent to surface #402
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- [Diggy] Mining rocks no longer gives stone or coal #402
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- [Diggy] Added particles when a biter mines a rock upon spawning #424
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- [Diggy] Added bot mining #434
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- [Map] Add Tetris map #433
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@ -2,6 +2,7 @@
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local Global = require 'utils.global'
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local Event = require 'utils.event'
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local raise_event = script.raise_event
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local ceil = math.ceil
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local max = math.max
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-- this, things that can be done run-time
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@ -18,19 +19,15 @@ local ForceControlBuilder = {}
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-- all force data being monitored
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local forces = {}
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-- the table holding the function that calculates the experience to next level
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local next_level_cap_calculator = {
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execute = nil
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}
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-- the function that calculates the experience to next level
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local calculate_next_level_cap = nil
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Global.register(
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{
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forces = forces,
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next_level_cap_calculator = next_level_cap_calculator
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},
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function(tbl)
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forces = tbl.forces
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next_level_cap_calculator = tbl.next_level_cap_calculator
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end
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)
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@ -147,11 +144,11 @@ end
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---Register the config and initialize the feature.
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---@param level_up_formula function
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function ForceControl.register(level_up_formula)
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if next_level_cap_calculator.execute then
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if calculate_next_level_cap then
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error('Can only register one force control.')
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end
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next_level_cap_calculator.execute = level_up_formula
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calculate_next_level_cap = level_up_formula
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return ForceControlBuilder
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end
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@ -159,7 +156,7 @@ end
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---Registers a new force to participate.
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---@param lua_force_or_name LuaForce|string
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function ForceControl.register_force(lua_force_or_name)
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if not next_level_cap_calculator.execute then
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if not calculate_next_level_cap then
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error('Can only register a force when the config has been initialized via ForceControl.register(config_table).')
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end
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local force = get_valid_force(lua_force_or_name)
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@ -169,14 +166,15 @@ function ForceControl.register_force(lua_force_or_name)
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forces[force.name] = {
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current_experience = 0,
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total_experience = 0,
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current_level = 0,
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experience_level_up_cap = next_level_cap_calculator.execute(0)
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experience_level_up_cap = calculate_next_level_cap(0)
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}
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end
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---Returns the ForceControlBuilder.
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function ForceControl.get_force_control_builder()
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if not next_level_cap_calculator.execute then
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if not calculate_next_level_cap then
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error('Can only get the force control builder when the config has been initialized via ForceControl.register(config_table).')
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end
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@ -185,7 +183,8 @@ end
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---Removes experience from a force. Won't cause de-level nor go below 0.
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---@param lua_force_or_name LuaForce|string
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---@param experience number amount of experience to add
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---@param experience number amount of experience to remove
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---@return number the experience being removed
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function ForceControl.remove_experience(lua_force_or_name, experience)
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assert_type('number', experience, 'Argument experience of function ForceControl.remove_experience')
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@ -200,14 +199,39 @@ function ForceControl.remove_experience(lua_force_or_name, experience)
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if not force_config then
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return
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end
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local backup_current_experience = force_config.current_experience
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force_config.current_experience = max(0, force_config.current_experience - experience)
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force_config.total_experience = (force_config.current_experience == 0) and force_config.total_experience - backup_current_experience or max(0, force_config.total_experience - experience)
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return backup_current_experience - force_config.current_experience
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end
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---Removes experience from a force, based on a percentage of the total obtained experience
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---@param lua_force_or_name LuaForce|string
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---@param percentage number percentage of total obtained experience to remove
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---@param min_experience number minimum amount of experience to remove (optional)
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---@return number the experience being removed
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---@see ForceControl.remove_experience
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function ForceControl.remove_experience_percentage(lua_force_or_name, percentage, min_experience)
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local min_experience = min_experience ~= nil and min_experience or 0
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local force = get_valid_force(lua_force_or_name)
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if not force then
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return
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end
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local force_config = forces[force.name]
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if not force_config then
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return
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end
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local penalty = force_config.total_experience * percentage
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penalty = (penalty >= min_experience) and ceil(penalty) or ceil(min_experience)
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return ForceControl.remove_experience(lua_force_or_name, penalty)
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end
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---Adds experience to a force.
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---@param lua_force_or_name LuaForce|string
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---@param experience number amount of experience to add
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function ForceControl.add_experience(lua_force_or_name, experience)
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---@param resursive_call boolean whether or not the function is called recursively (optional)
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function ForceControl.add_experience(lua_force_or_name, experience, recursive_call)
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assert_type('number', experience, 'Argument experience of function ForceControl.add_experience')
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if experience < 1 then
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@ -224,6 +248,9 @@ function ForceControl.add_experience(lua_force_or_name, experience)
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local new_experience = force_config.current_experience + experience
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local experience_level_up_cap = force_config.experience_level_up_cap
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if not recursive_call then
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force_config.total_experience = force_config.total_experience + experience
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end
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if (new_experience < experience_level_up_cap) then
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force_config.current_experience = new_experience
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@ -234,11 +261,10 @@ function ForceControl.add_experience(lua_force_or_name, experience)
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local new_level = force_config.current_level + 1
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force_config.current_level = new_level
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force_config.current_experience = 0
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force_config.experience_level_up_cap = next_level_cap_calculator.execute(new_level)
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force_config.experience_level_up_cap = calculate_next_level_cap(new_level)
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raise_event(ForceControl.events.on_level_up, {level_reached = new_level, force = force})
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ForceControl.add_experience(force, new_experience - experience_level_up_cap)
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ForceControl.add_experience(force, new_experience - experience_level_up_cap, true)
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end
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---Return the force data as {
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@ -261,10 +287,29 @@ function ForceControl.get_force_data(lua_force_or_name)
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return {
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current_experience = force_config.current_experience,
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total_experience = force_config.total_experience,
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current_level = force_config.current_level,
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experience_level_up_cap = force_config.experience_level_up_cap,
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experience_percentage = (force_config.current_experience / force_config.experience_level_up_cap) * 100
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}
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end
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function ForceControl.get_formatted_force_data(lua_force_or_name)
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local force_config = ForceControl.get_force_data(lua_force_or_name)
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if not force_config then
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return
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end
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local result =
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string.format(
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'Current experience: %d Total experience: %d Current level: %d Next level at: %d Percentage to level up: %d%%',
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force_config.current_experience,
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force_config.total_experience,
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force_config.current_level,
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force_config.experience_level_up_cap,
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math.floor(force_config.experience_percentage * 100) / 100
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)
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return result
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end
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return ForceControl
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@ -343,7 +343,7 @@ local Config = {
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-- market config
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market_spawn_position = {x = 0, y = 3},
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stone_to_surface_amount = 50,
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currency_item = 'stone',
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currency_item = 'coin',
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-- locations where chests will be automatically cleared from currency_item
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void_chest_tiles = {
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@ -355,52 +355,42 @@ local Config = {
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-- add or remove a table entry to add or remove a unlockable item from the mall.
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-- format: {unlock_at_level, price, prototype_name},
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-- alternative format: {level = 32, price = {{"stone", 2500}, {"coin", 100}}, name = 'power-armor'},
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unlockables = require('map_gen.Diggy.FormatMarketItems').initialize_unlockables(
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{
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{level = 1, price = 50, name = 'iron-axe'},
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{level = 2, price = 50, name = 'raw-wood'},
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{level = 2, price = 20, name = 'raw-fish'},
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{level = 3, price = 50, name = 'stone-brick'},
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{level = 5, price = 125, name = 'stone-wall'},
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{level = 7, price = 25, name = 'small-lamp'},
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{level = 9, price = 50, name = 'firearm-magazine'},
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{level = 9, price = 250, name = 'pistol'},
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{level = 11, price = 850, name = 'shotgun'},
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{level = 11, price = 50, name = 'shotgun-shell'},
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{level = 14, price = 500, name = 'light-armor'},
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{level = 16, price = 850, name = 'submachine-gun'},
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{level = 16, price = 50, name = 'steel-axe'},
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{level = 19, price = 100, name = 'piercing-rounds-magazine'},
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{level = 19, price = 100, name = 'piercing-shotgun-shell'},
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{level = 21, price = 750, name = 'heavy-armor'},
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{level = 25, price = 1500, name = 'modular-armor'},
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{level = 25, price = 1000, name = 'landfill'},
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{level = 28, price = {{"stone", 900}, {"coin", 25}}, name = 'personal-roboport-equipment'},
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{level = 28, price = {{"stone", 250}, {"coin", 10}}, name = 'construction-robot'},
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{level = 32, price = {{"stone", 2500}, {"coin", 100}}, name = 'power-armor'},
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{level = 34, price = {{"stone", 150}, {"coin", 10}}, name = 'battery-equipment'},
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{level = 33, price = {{"stone", 2000}, {"coin", 75}}, name = 'fusion-reactor-equipment'},
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{level = 36, price = {{"stone", 750}, {"coin", 20}}, name = 'energy-shield-equipment'},
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{level = 1, price = 5, name = 'iron-axe'},
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{level = 2, price = 5, name = 'raw-wood'},
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{level = 2, price = 10, name = 'raw-fish'},
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{level = 3, price = 5, name = 'stone-brick'},
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{level = 5, price = 12, name = 'stone-wall'},
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{level = 7, price = 6, name = 'small-lamp'},
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{level = 9, price = 5, name = 'firearm-magazine'},
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{level = 9, price = 25, name = 'pistol'},
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{level = 11, price = 85, name = 'shotgun'},
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{level = 11, price = 5, name = 'shotgun-shell'},
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{level = 14, price = 50, name = 'light-armor'},
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{level = 16, price = 85, name = 'submachine-gun'},
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{level = 16, price = 25, name = 'steel-axe'},
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{level = 19, price = 15, name = 'piercing-rounds-magazine'},
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{level = 19, price = 15, name = 'piercing-shotgun-shell'},
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{level = 21, price = 100, name = 'heavy-armor'},
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{level = 25, price = 250, name = 'modular-armor'},
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{level = 25, price = 100, name = 'landfill'},
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{level = 28, price = 250, name = 'personal-roboport-equipment'},
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{level = 28, price = 75, name = 'construction-robot'},
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{level = 32, price = 850, name = 'power-armor'},
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{level = 34, price = 100, name = 'battery-equipment'},
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{level = 33, price = 1000, name = 'fusion-reactor-equipment'},
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{level = 36, price = 150, name = 'energy-shield-equipment'},
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{level = 42, price = 1000, name = 'combat-shotgun'},
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{level = 46, price = 250, name = 'uranium-rounds-magazine'},
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{level = 58, price = {{"stone", 1500}, {"coin", 25}}, name = 'rocket-launcher'},
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{level = 58, price = {{"stone", 500}, {"coin", 5}}, name = 'rocket'},
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{level = 66, price = {{"stone", 1000}, {"coin", 10}}, name = 'explosive-rocket'},
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{level = 73, price = {{"stone", 1000}, {"coin", 200}}, name = 'satellite'},
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{level = 100, price = {{"stone", 5000}, {"coin", 9999}}, name = 'atomic-bomb'},
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{level = 58, price = 250, name = 'rocket-launcher'},
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{level = 58, price = 50, name = 'rocket'},
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{level = 66, price = 100, name = 'explosive-rocket'},
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{level = 73, price = 2000, name = 'satellite'},
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{level = 100, price = 1, name = 'iron-stick'},
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}
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),
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buffs = { --Define new buffs here, they are handed out for each level
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{prototype = {name = 'mining_speed', value = 5}},
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{prototype = {name = 'inventory_slot', value = 1}},
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{prototype = {name = 'stone_automation', value = 3}},
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},
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-- controls the formula for calculating level up costs in stone sent to surface
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difficulty_scale = 25, -- Diggy default 25. Higher increases difficulty, lower decreases (Only affects the stone requirement/cost to level up) (Only integers has been tested succesful)
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start_stone = 50, -- Diggy default 50. This sets the price for the first level.
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cost_precision = 2, -- Diggy default 2. This sets the precision of the stone requirements to level up. E.g. 1234 becomes 1200 with precision 2 and 1230 with precision 3.
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},
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@ -409,7 +399,40 @@ local Config = {
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enabled = true,
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autojail = true,
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allowed_collapses_first_hour = 4
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}
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},
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Experience = {
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enabled = true,
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-- controls the formula for calculating level up costs in stone sent to surface
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difficulty_scale = 25, -- Diggy default 25. Higher increases experience requirement climb
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first_lvl_xp = 600, -- Diggy default 600. This sets the price for the first level.
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xp_fine_tune = 200, -- Diggy default 200. This value is used to fine tune the overall requirement climb without affecting the speed
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cost_precision = 3, -- Diggy default 3. This sets the precision of the required experience to level up. E.g. 1234 becomes 1200 with precision 2 and 1230 with precision 3.
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-- percentage * mining productivity level gets added to mining speed
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mining_speed_productivity_multiplier = 5,
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XP = {
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['sand-rock-big'] = 5,
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['rock-huge'] = 10,
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['rocket_launch'] = 5000, -- XP reward for a single rocket launch
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['science-pack-1'] = 2,
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['science-pack-2'] = 4,
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['science-pack-3'] = 10,
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['military-science-pack'] = 8,
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['production-science-pack'] = 25,
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['high-tech-science-pack'] = 50,
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['space-science-pack'] = 10,
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['enemy_killed'] = 10, -- Base XP for killing biters and spitters. This value is multiplied by the alien_coin_modifiers from ArtefactHunting
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['death-penalty'] = 0.005, -- XP deduct in percentage of total experience when a player dies (Diggy default: 0.005 which equals 0.5%)
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},
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buffs = { --Define new buffs here, they are handed out for each level.
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['mining_speed'] = {value = 5},
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['inventory_slot'] = {value = 1},
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['health_bonus'] = {value = 2.5, double_level = 5}, -- double_level is the level interval for receiving a double bonus (Diggy default: 5 which equals every 5th level)
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},
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},
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},
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}
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@ -24,42 +24,6 @@ local Simplex = require 'map_gen.shared.simplex_noise'
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-- this
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local DiggyHole = {}
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-- keeps track of the amount of times per player when they mined with a full inventory in a row
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local full_inventory_mining_cache = {}
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Global.register({
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full_inventory_mining_cache = full_inventory_mining_cache,
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}, function (tbl)
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full_inventory_mining_cache = tbl.full_inventory_mining_cache
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end)
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local function reset_player_full_inventory_cache(player)
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if not full_inventory_mining_cache[player.index] then
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return
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end
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full_inventory_mining_cache[player.index] = nil
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end
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local full_inventory_message = 'Miner, you have a full inventory!\n\nMake sure to empty it before you continue digging.'
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local function trigger_inventory_warning(player)
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local player_index = player.index
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local count = full_inventory_mining_cache[player_index]
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if not count then
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full_inventory_mining_cache[player_index] = 1
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player.print('## - ' .. full_inventory_message, {r = 1, g = 1, b = 0, a = 1})
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player.play_sound{path='utility/new_objective', volume_modifier = 1 }
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return
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end
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full_inventory_mining_cache[player_index] = count + 1
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if count % 5 == 0 then
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require 'features.gui.popup'.player(player, full_inventory_message)
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end
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end
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--[[--
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Triggers a diggy diggy hole for a given sand-rock-big or rock-huge.
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@ -287,8 +251,9 @@ function DiggyHole.register(config)
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if name == 'sand-rock-big' or name == 'rock-huge' then
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event.buffer.remove({name = 'coal', count = 100})
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event.buffer.remove({name = 'stone', count = 100})
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-- this logic can be replaced once we've fully replaced the stone to surface functionality
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--[[ this logic can be replaced once we've fully replaced the stone to surface functionality
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if enable_digging_warning then
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local player = Game.get_player_by_index(event.player_index)
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if player and player.valid then
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@ -298,7 +263,7 @@ function DiggyHole.register(config)
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trigger_inventory_warning(player)
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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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diggy_hole(entity)
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@ -351,6 +316,7 @@ end
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function DiggyHole.on_init()
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game.forces.player.technologies['landfill'].enabled = false
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game.forces.player.technologies['atomic-bomb'].enabled = false
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end
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return DiggyHole
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308
map_gen/Diggy/Feature/Experience.lua
Normal file
308
map_gen/Diggy/Feature/Experience.lua
Normal file
@ -0,0 +1,308 @@
|
||||
-- dependencies
|
||||
local Event = require 'utils.event'
|
||||
local Game = require 'utils.game'
|
||||
local Global = require 'utils.global'
|
||||
local ForceControl = require 'features.force_control'
|
||||
local Debug = require 'map_gen.Diggy.Debug'
|
||||
|
||||
-- Will be registered in Experience.register
|
||||
local ForceControl_builder = {}
|
||||
|
||||
-- this
|
||||
local Experience = {}
|
||||
|
||||
local mining_efficiency = {
|
||||
active_modifier = 0,
|
||||
research_modifier = 0,
|
||||
level_modifier = 0,
|
||||
}
|
||||
|
||||
local inventory_slots = {
|
||||
active_modifier = 0,
|
||||
research_modifier = 0,
|
||||
level_modifier = 0,
|
||||
}
|
||||
|
||||
local health_bonus = {
|
||||
active_modifier = 0,
|
||||
research_modifier = 0,
|
||||
level_modifier = 0,
|
||||
}
|
||||
|
||||
Global.register({
|
||||
mining_efficiency = mining_efficiency,
|
||||
inventory_slots = inventory_slots,
|
||||
health_bonus = health_bonus
|
||||
}, function(tbl)
|
||||
mining_efficiency = tbl.mining_efficiency
|
||||
inventory_slots = tbl.inventory_slots
|
||||
health_bonus = tbl.health_bonus
|
||||
end)
|
||||
|
||||
|
||||
local Config = {}
|
||||
local string_format = string.format
|
||||
local alien_coin_modifiers = require 'map_gen.Diggy.Config'.features.ArtefactHunting.alien_coin_modifiers
|
||||
|
||||
local level_up_formula = (function (level_reached)
|
||||
local floor = math.floor
|
||||
local log = math.log
|
||||
local Config = require 'map_gen.Diggy.Config'.features.Experience
|
||||
local difficulty_scale = floor(Config.difficulty_scale)
|
||||
local level_fine_tune = floor(Config.xp_fine_tune)
|
||||
local start_value = (floor(Config.first_lvl_xp)/2)
|
||||
local precision = (floor(Config.cost_precision))
|
||||
local function formula(level)
|
||||
return (
|
||||
difficulty_scale * (level) ^ 3
|
||||
+ (level_fine_tune + start_value) * (level) ^ 2
|
||||
+ start_value * (level)
|
||||
- difficulty_scale * (level)
|
||||
- level_fine_tune * (level)
|
||||
)
|
||||
end
|
||||
local value = formula(level_reached + 1)
|
||||
local lower_value = formula(level_reached)
|
||||
value = value - (value % (10 ^ (floor(log(value,10)) - precision)))
|
||||
if lower_value == 0 then
|
||||
return value - lower_value
|
||||
end
|
||||
lower_value = lower_value - (lower_value % (10 ^ (floor(log(lower_value,10)) - precision)))
|
||||
return value - lower_value
|
||||
end)
|
||||
|
||||
---Updates a forces manual mining speed modifier. By removing active modifiers and re-adding
|
||||
---@param force LuaForce the force of which will be updated
|
||||
---@param level_up number a level if updating as part of a level up (optional)
|
||||
function Experience.update_mining_speed(force, level_up)
|
||||
local level_up = level_up ~= nil and level_up or 0
|
||||
local buff = Config.buffs['mining_speed']
|
||||
if level_up > 0 and buff ~= nil then
|
||||
local value = (buff.double_level ~= nil and level_up%buff.double_level == 0) and buff.value*2 or buff.value
|
||||
mining_efficiency.level_modifier = mining_efficiency.level_modifier + (value * 0.01)
|
||||
end
|
||||
-- remove the current buff
|
||||
local old_modifier = force.manual_mining_speed_modifier - mining_efficiency.active_modifier
|
||||
|
||||
-- update the active modifier
|
||||
mining_efficiency.active_modifier = mining_efficiency.research_modifier + mining_efficiency.level_modifier
|
||||
|
||||
-- add the new active modifier to the non-buffed modifier
|
||||
force.manual_mining_speed_modifier = old_modifier + mining_efficiency.active_modifier
|
||||
end
|
||||
|
||||
---Updates a forces inventory slots. By removing active modifiers and re-adding
|
||||
---@param force LuaForce the force of which will be updated
|
||||
---@param level_up number a level if updating as part of a level up (optional)
|
||||
function Experience.update_inventory_slots(force, level_up)
|
||||
local level_up = level_up ~= nil and level_up or 0
|
||||
local buff = Config.buffs['inventory_slot']
|
||||
if level_up > 0 and buff ~= nil then
|
||||
local value = (buff.double_level ~= nil and level_up%buff.double_level == 0) and buff.value*2 or buff.value
|
||||
inventory_slots.level_modifier = inventory_slots.level_modifier + value
|
||||
end
|
||||
|
||||
-- remove the current buff
|
||||
local old_modifier = force.character_inventory_slots_bonus - inventory_slots.active_modifier
|
||||
|
||||
-- update the active modifier
|
||||
inventory_slots.active_modifier = inventory_slots.research_modifier + inventory_slots.level_modifier
|
||||
|
||||
-- add the new active modifier to the non-buffed modifier
|
||||
force.character_inventory_slots_bonus = old_modifier + inventory_slots.active_modifier
|
||||
end
|
||||
|
||||
---Updates a forces inventory slots. By removing active modifiers and re-adding
|
||||
---@param force LuaForce the force of which will be updated
|
||||
---@param level_up number a level if updating as part of a level up (optional)
|
||||
function Experience.update_health_bonus(force, level_up)
|
||||
local level_up = level_up ~= nil and level_up or 0
|
||||
local buff = Config.buffs['health_bonus']
|
||||
if level_up > 0 and buff ~= nil then
|
||||
local value = (buff.double_level ~= nil and level_up%buff.double_level == 0) and buff.value*2 or buff.value
|
||||
health_bonus.level_modifier = health_bonus.level_modifier + value
|
||||
end
|
||||
|
||||
-- remove the current buff
|
||||
local old_modifier = force.character_health_bonus - health_bonus.active_modifier
|
||||
|
||||
-- update the active modifier
|
||||
health_bonus.active_modifier = health_bonus.research_modifier + health_bonus.level_modifier
|
||||
|
||||
-- add the new active modifier to the non-buffed modifier
|
||||
force.character_health_bonus = old_modifier + health_bonus.active_modifier
|
||||
end
|
||||
|
||||
-- declaration of variables to prevent table lookups @see Experience.register
|
||||
local sand_rock_xp
|
||||
local rock_huge_xp
|
||||
|
||||
---Awards experience when a rock has been mined
|
||||
---@param event LuaEvent
|
||||
local function on_player_mined_entity(event)
|
||||
local entity = event.entity
|
||||
local player_index = event.player_index
|
||||
local force = Game.get_player_by_index(player_index).force
|
||||
local exp
|
||||
if entity.name == 'sand-rock-big' then
|
||||
exp = sand_rock_xp
|
||||
elseif entity.name == 'rock-huge' then
|
||||
exp = rock_huge_xp
|
||||
else
|
||||
return
|
||||
end
|
||||
local text = string_format('+%d XP', exp)
|
||||
Game.print_player_floating_text_position(player_index, text, {r = 144, g = 202, b = 249},0, -0.5)
|
||||
ForceControl.add_experience(force, exp)
|
||||
Debug.print(ForceControl.get_formatted_force_data(force))
|
||||
end
|
||||
|
||||
---Awards experience when a research has finished, based on ingredient cost of research
|
||||
---@param event LuaEvent
|
||||
local function on_research_finished(event)
|
||||
local research = event.research
|
||||
local force = research.force
|
||||
local award_xp = 0
|
||||
|
||||
for _, ingredient in pairs(research.research_unit_ingredients) do
|
||||
local name = ingredient.name
|
||||
local reward = Config.XP[name]
|
||||
award_xp = award_xp + reward
|
||||
end
|
||||
local exp = award_xp * research.research_unit_count
|
||||
local text = string_format('Research completed! +%d XP', exp)
|
||||
for _, p in pairs(game.connected_players) do
|
||||
local player_index = p.index
|
||||
Game.print_player_floating_text_position(player_index, text, {r = 144, g = 202, b = 249}, -1, -0.5)
|
||||
end
|
||||
ForceControl.add_experience(force, exp)
|
||||
|
||||
|
||||
local current_modifier = mining_efficiency.research_modifier
|
||||
local new_modifier = force.mining_drill_productivity_bonus * Config.mining_speed_productivity_multiplier * 0.5
|
||||
|
||||
if (current_modifier == new_modifier) then
|
||||
-- something else was researched
|
||||
return
|
||||
end
|
||||
|
||||
mining_efficiency.research_modifier = new_modifier
|
||||
inventory_slots.research_modifier = force.mining_drill_productivity_bonus * 50 -- 1 per level
|
||||
|
||||
Experience.update_inventory_slots(force, 0)
|
||||
Experience.update_mining_speed(force, 0)
|
||||
|
||||
game.forces.player.technologies['landfill'].enabled = false
|
||||
end
|
||||
|
||||
---Awards experience when a rocket has been launched
|
||||
---@param event LuaEvent
|
||||
local function on_rocket_launched(event)
|
||||
local exp = Config.XP['rocket_launch']
|
||||
local force = event.force
|
||||
local text = string_format('Rocket launched! +%d XP', exp)
|
||||
for _, p in pairs(game.connected_players) do
|
||||
local player_index = p.index
|
||||
Game.print_player_floating_text_position(player_index, text, {r = 144, g = 202, b = 249},-1, -0.5)
|
||||
end
|
||||
ForceControl.add_experience(force, exp)
|
||||
end
|
||||
|
||||
---Awards experience when a player kills an enemy, based on type of enemy
|
||||
---@param event LuaEvent
|
||||
local function on_entity_died (event)
|
||||
local entity = event.entity
|
||||
local force = entity.force
|
||||
|
||||
if force.name ~= 'enemy' then
|
||||
return
|
||||
end
|
||||
|
||||
local cause = event.cause
|
||||
|
||||
if not cause or cause.type ~= 'player' or not cause.valid then
|
||||
return
|
||||
end
|
||||
local exp = Config.XP['enemy_killed'] * alien_coin_modifiers[entity.name]
|
||||
local text = string_format('Killed %s! + %d XP', entity.name, exp)
|
||||
local player_index = cause.player.index
|
||||
Game.print_player_floating_text_position(player_index, text, {r = 144, g = 202, b = 249},-1, -0.5)
|
||||
ForceControl.add_experience(force, exp)
|
||||
end
|
||||
|
||||
---Deducts experience when a player respawns, based on a percentage of total experience
|
||||
---@param event LuaEvent
|
||||
local function on_player_respawned(event)
|
||||
local player = Game.get_player_by_index(event.player_index)
|
||||
local force = player.force
|
||||
local exp = ForceControl.remove_experience_percentage(force, Config.XP['death-penalty'], 50)
|
||||
local text = string_format('%s died! -%d XP', player.name, exp)
|
||||
for _, p in pairs(game.connected_players) do
|
||||
Game.print_player_floating_text_position(p.index, text, {r = 255, g = 0, b = 0},-1, -0.5)
|
||||
end
|
||||
end
|
||||
|
||||
---Get list of defined buffs
|
||||
---@return table with the same format as in the Diggy Config
|
||||
---@see Diggy.Config.features.Experience.Buffs
|
||||
function Experience.get_buffs()
|
||||
return Config.buffs
|
||||
end
|
||||
|
||||
local level_table = {}
|
||||
---Get experiment requirement for a given level
|
||||
---Primarily used for the market GUI to display total experience required to unlock a specific item
|
||||
---@param level number a number specifying the level
|
||||
---@return number required total experience to reach supplied level
|
||||
function Experience.calculate_level_xp(level)
|
||||
if level_table[level] == nil then
|
||||
local value
|
||||
if level == 1 then
|
||||
value = level_up_formula(level-1)
|
||||
else
|
||||
value = level_up_formula(level-1)+Experience.calculate_level_xp(level-1)
|
||||
end
|
||||
table.insert(level_table, level, value)
|
||||
end
|
||||
return level_table[level]
|
||||
end
|
||||
|
||||
function Experience.register(cfg)
|
||||
Config = cfg
|
||||
|
||||
--Adds the function on how to calculate level caps (When to level up)
|
||||
ForceControl_builder = ForceControl.register(level_up_formula)
|
||||
|
||||
--Adds a function that'll be executed at every level up
|
||||
ForceControl_builder.register_on_every_level(function (level_reached, force)
|
||||
force.print(string_format('%s Leveled up to %d!', '## - ', level_reached))
|
||||
force.play_sound{path='utility/new_objective', volume_modifier = 1 }
|
||||
local Experience = require 'map_gen.Diggy.Feature.Experience'
|
||||
Experience.update_inventory_slots(force, level_reached)
|
||||
Experience.update_mining_speed(force, level_reached)
|
||||
Experience.update_health_bonus(force, level_reached)
|
||||
local MarketExchange = require 'map_gen.Diggy.Feature.MarketExchange'
|
||||
local market = MarketExchange.get_market()
|
||||
MarketExchange.update_market_contents(market, force)
|
||||
MarketExchange.update_gui()
|
||||
end)
|
||||
|
||||
-- Events
|
||||
Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
|
||||
Event.add(defines.events.on_research_finished, on_research_finished)
|
||||
Event.add(defines.events.on_rocket_launched, on_rocket_launched)
|
||||
Event.add(defines.events.on_player_respawned, on_player_respawned)
|
||||
Event.add(defines.events.on_entity_died, on_entity_died)
|
||||
|
||||
-- Prevents table lookup thousands of times
|
||||
sand_rock_xp = Config.XP['sand-rock-big']
|
||||
rock_huge_xp = Config.XP['rock-huge']
|
||||
end
|
||||
|
||||
function Experience.on_init()
|
||||
--Adds the 'player' force to participate in the force control system.
|
||||
local force = game.forces.player
|
||||
ForceControl.register_force(force)
|
||||
end
|
||||
|
||||
return Experience
|
@ -11,10 +11,11 @@ local Debug = require 'map_gen.Diggy.Debug'
|
||||
local Template = require 'map_gen.Diggy.Template'
|
||||
local Global = require 'utils.global'
|
||||
local Game = require 'utils.game'
|
||||
local MarketUnlockables = require 'map_gen.Diggy.MarketUnlockables'
|
||||
local calculate_level = MarketUnlockables.calculate_level
|
||||
local insert = table.insert
|
||||
local force_control = require 'features.force_control'
|
||||
local Experience = require 'map_gen.Diggy.Feature.Experience'
|
||||
local max = math.max
|
||||
local floor = math.floor
|
||||
local utils = require 'utils.utils'
|
||||
local prefix = '## - '
|
||||
|
||||
@ -23,114 +24,20 @@ local MarketExchange = {}
|
||||
|
||||
local config = {}
|
||||
|
||||
local stone_tracker = {
|
||||
stone_sent_to_surface = 0,
|
||||
previous_stone_sent_to_surface = 0,
|
||||
current_level = 0,
|
||||
}
|
||||
|
||||
local stone_collecting = {
|
||||
initial_value = 0,
|
||||
active_modifier = 0,
|
||||
research_modifier = 0,
|
||||
market_modifier = 0,
|
||||
}
|
||||
|
||||
local mining_efficiency = {
|
||||
active_modifier = 0,
|
||||
research_modifier = 0,
|
||||
market_modifier = 0,
|
||||
}
|
||||
|
||||
local inventory_slots = {
|
||||
active_modifier = 0,
|
||||
research_modifier = 0,
|
||||
market_modifier = 0,
|
||||
}
|
||||
|
||||
Global.register({
|
||||
stone_collecting = stone_collecting,
|
||||
stone_tracker = stone_tracker,
|
||||
mining_efficiency = mining_efficiency,
|
||||
inventory_slots = inventory_slots,
|
||||
}, function(tbl)
|
||||
stone_collecting = tbl.stone_collecting
|
||||
stone_tracker = tbl.stone_tracker
|
||||
mining_efficiency = tbl.mining_efficiency
|
||||
inventory_slots = tbl.inventory_slots
|
||||
end)
|
||||
|
||||
local function send_stone_to_surface(total)
|
||||
stone_tracker.previous_stone_sent_to_surface = stone_tracker.stone_sent_to_surface
|
||||
stone_tracker.stone_sent_to_surface = stone_tracker.stone_sent_to_surface + total
|
||||
end
|
||||
|
||||
local on_market_timeout_finished = Token.register(function(params)
|
||||
Template.market(params.surface, params.position, params.player_force, {})
|
||||
|
||||
local tiles = {}
|
||||
for _, position in pairs(params.void_chest_tiles) do
|
||||
insert(tiles, {name = 'tutorial-grid', position = position})
|
||||
end
|
||||
|
||||
params.surface.set_tiles(tiles)
|
||||
end)
|
||||
|
||||
local function update_mining_speed(force)
|
||||
-- remove the current buff
|
||||
local old_modifier = force.manual_mining_speed_modifier - mining_efficiency.active_modifier
|
||||
|
||||
-- update the active modifier
|
||||
mining_efficiency.active_modifier = mining_efficiency.research_modifier + mining_efficiency.market_modifier
|
||||
|
||||
-- add the new active modifier to the non-buffed modifier
|
||||
force.manual_mining_speed_modifier = old_modifier + mining_efficiency.active_modifier
|
||||
end
|
||||
|
||||
local function update_inventory_slots(force)
|
||||
-- remove the current buff
|
||||
local old_modifier = force.character_inventory_slots_bonus - inventory_slots.active_modifier
|
||||
|
||||
-- update the active modifier
|
||||
inventory_slots.active_modifier = inventory_slots.research_modifier + inventory_slots.market_modifier
|
||||
|
||||
-- add the new active modifier to the non-buffed modifier
|
||||
force.character_inventory_slots_bonus = old_modifier + inventory_slots.active_modifier
|
||||
end
|
||||
|
||||
local function update_stone_collecting()
|
||||
-- remove the current buff
|
||||
local old_modifier = stone_collecting.initial_value - stone_collecting.active_modifier
|
||||
|
||||
-- update the active modifier
|
||||
stone_collecting.active_modifier = stone_collecting.research_modifier + stone_collecting.market_modifier
|
||||
|
||||
-- add the new active modifier to the non-buffed modifier
|
||||
stone_collecting.initial_value = old_modifier + stone_collecting.active_modifier
|
||||
end
|
||||
|
||||
|
||||
--Handles the updating of market items when unlocked, also handles the buffs
|
||||
local function update_market_contents(market)
|
||||
if (stone_tracker.previous_stone_sent_to_surface == stone_tracker.stone_sent_to_surface) then
|
||||
return
|
||||
end
|
||||
|
||||
local should_update_mining_speed = false
|
||||
local should_update_inventory_slots = false
|
||||
local should_update_stone_collecting = false
|
||||
---Updates market content with new items if they are to be unlocked
|
||||
---Primarily used by the force control system at every level up
|
||||
---@param market LuaEntity The market to be updated
|
||||
---@param force LuaForce the force which the unlocking requirement should be based of
|
||||
function MarketExchange.update_market_contents(market, force)
|
||||
local add_market_item
|
||||
local old_level = stone_tracker.current_level
|
||||
local print = game.print
|
||||
local item_unlocked = false
|
||||
|
||||
if (calculate_level(stone_tracker.current_level+1) <= stone_tracker.stone_sent_to_surface) then
|
||||
stone_tracker.current_level = stone_tracker.current_level + 1
|
||||
end
|
||||
|
||||
for _, unlockable in pairs(config.unlockables) do
|
||||
local stone_unlock = calculate_level(unlockable.level)
|
||||
local is_in_range = stone_unlock > stone_tracker.previous_stone_sent_to_surface and stone_unlock <= stone_tracker.stone_sent_to_surface
|
||||
local is_in_range = force_control.get_force_data(force).current_level == unlockable.level
|
||||
|
||||
-- only add the item to the market if it's between the old and new stone range
|
||||
if (is_in_range and unlockable.type == 'market') then
|
||||
@ -153,84 +60,18 @@ local function update_market_contents(market)
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
MarketExchange.update_gui()
|
||||
|
||||
if (old_level < stone_tracker.current_level) then
|
||||
if item_unlocked then
|
||||
print(prefix..'We have reached level ' .. stone_tracker.current_level .. '! New items are available from the market!')
|
||||
else
|
||||
print(prefix..'We have reached level ' .. stone_tracker.current_level .. '!')
|
||||
end
|
||||
for _, buffs in pairs(config.buffs) do
|
||||
if (buffs.prototype.name == 'mining_speed') then
|
||||
local value = buffs.prototype.value
|
||||
Debug.print('Mining Foreman: Increased mining speed by ' .. value .. '%!')
|
||||
should_update_mining_speed = true
|
||||
mining_efficiency.market_modifier = mining_efficiency.market_modifier + (value / 100)
|
||||
elseif (buffs.prototype.name == 'inventory_slot') then
|
||||
local value = buffs.prototype.value
|
||||
Debug.print('Mining Foreman: Increased inventory slots by ' .. value .. '!')
|
||||
should_update_inventory_slots = true
|
||||
inventory_slots.market_modifier = inventory_slots.market_modifier + value
|
||||
elseif (buffs.prototype.name == 'stone_automation') then
|
||||
local value = buffs.prototype.value
|
||||
if (stone_tracker.current_level == 1) then
|
||||
print('Mining Foreman: We can now automatically send stone to the surface from a chest below the market!')
|
||||
else
|
||||
Debug.print('Mining Foreman: We can now automatically send ' .. value .. ' more stones!')
|
||||
end
|
||||
should_update_stone_collecting = true
|
||||
stone_collecting.market_modifier = stone_collecting.market_modifier + value
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local force
|
||||
|
||||
if (should_update_mining_speed) then
|
||||
force = force or game.forces.player
|
||||
update_mining_speed(force)
|
||||
end
|
||||
|
||||
if (should_update_inventory_slots) then
|
||||
force = force or game.forces.player
|
||||
update_inventory_slots(force)
|
||||
end
|
||||
|
||||
if (should_update_stone_collecting) then
|
||||
update_stone_collecting()
|
||||
end
|
||||
end
|
||||
|
||||
local function on_research_finished(event)
|
||||
local force = game.forces.player
|
||||
local current_modifier = mining_efficiency.research_modifier
|
||||
local new_modifier = force.mining_drill_productivity_bonus * config.mining_speed_productivity_multiplier * 0.5
|
||||
|
||||
if (current_modifier == new_modifier) then
|
||||
-- something else was researched
|
||||
return
|
||||
end
|
||||
|
||||
mining_efficiency.research_modifier = new_modifier
|
||||
inventory_slots.research_modifier = force.mining_drill_productivity_bonus * 50 -- 1 per level
|
||||
stone_collecting.research_modifier = force.mining_drill_productivity_bonus * 1250 -- 25 per level
|
||||
|
||||
update_inventory_slots(force)
|
||||
update_mining_speed(force)
|
||||
update_stone_collecting()
|
||||
end
|
||||
|
||||
local function redraw_title(data)
|
||||
data.frame.caption = utils.comma_value(stone_tracker.stone_sent_to_surface) .. ' ' .. config.currency_item .. ' sent to the surface'
|
||||
local force_data = force_control.get_force_data('player')
|
||||
data.frame.caption = utils.comma_value(force_data.total_experience) .. ' total experience earned!'
|
||||
end
|
||||
|
||||
local function get_data(unlocks, stone, type)
|
||||
local result = {}
|
||||
|
||||
for _, data in pairs(unlocks) do
|
||||
if calculate_level(data.level) == stone and data.type == type then
|
||||
if data.level == stone and data.type == type then
|
||||
insert(result, data)
|
||||
end
|
||||
end
|
||||
@ -259,23 +100,14 @@ local function redraw_heading(data, header)
|
||||
end
|
||||
|
||||
local function redraw_progressbar(data)
|
||||
|
||||
local force_data = force_control.get_force_data('player')
|
||||
local flow = data.market_progressbars
|
||||
Gui.clear(flow)
|
||||
|
||||
-- progress bar for next level
|
||||
local act_stone = (stone_tracker.current_level ~= 0) and calculate_level(stone_tracker.current_level) or 0
|
||||
local next_stone = calculate_level(stone_tracker.current_level+1)
|
||||
|
||||
local range = next_stone - act_stone
|
||||
local sent = stone_tracker.stone_sent_to_surface - act_stone
|
||||
local percentage = (math.floor((sent / range)*1000))*0.001
|
||||
percentage = (percentage < 0) and (percentage*-1) or percentage
|
||||
|
||||
apply_heading_style(flow.add({type = 'label', tooltip = 'Currently at level: ' .. stone_tracker.current_level .. '\nNext level at: ' .. utils.comma_value(next_stone) ..'\nRemaining stone: ' .. utils.comma_value(range - sent), name = 'Diggy.MarketExchange.Frame.Progress.Level', caption = 'Progress to next level:'}).style)
|
||||
local level_progressbar = flow.add({type = 'progressbar', tooltip = percentage * 100 .. '% stone to next level'})
|
||||
apply_heading_style(flow.add({type = 'label', tooltip = 'Currently at level: ' .. force_data.current_level .. '\nNext level at: ' .. utils.comma_value((force_data.total_experience - force_data.current_experience) + force_data.experience_level_up_cap) ..' xp\nRemaining xp: ' .. utils.comma_value(force_data.experience_level_up_cap - force_data.current_experience), name = 'Diggy.MarketExchange.Frame.Progress.Level', caption = 'Progress to next level:'}).style)
|
||||
local level_progressbar = flow.add({type = 'progressbar', tooltip = floor(force_data.experience_percentage*100)*0.01 .. '% xp to next level'})
|
||||
level_progressbar.style.width = 350
|
||||
level_progressbar.value = percentage
|
||||
level_progressbar.value = force_data.experience_percentage * 0.01
|
||||
end
|
||||
|
||||
local function redraw_table(data)
|
||||
@ -296,10 +128,10 @@ local function redraw_table(data)
|
||||
|
||||
-- create table
|
||||
for i = 1, #config.unlockables do
|
||||
if calculate_level(config.unlockables[i].level) ~= last_stone then
|
||||
if config.unlockables[i].level ~= last_stone then
|
||||
|
||||
-- get items and buffs for each stone value
|
||||
items = get_data(config.unlockables, calculate_level(config.unlockables[i].level), 'market')
|
||||
items = get_data(config.unlockables, config.unlockables[i].level, 'market')
|
||||
|
||||
-- get number of rows
|
||||
number_of_rows = max(#buffs, #items)
|
||||
@ -311,8 +143,7 @@ local function redraw_table(data)
|
||||
local level = item.level
|
||||
|
||||
-- 1st column
|
||||
result[6] = calculate_level(level)
|
||||
result[1] = 'Level ' ..level
|
||||
result[1] = level
|
||||
-- 3rd column
|
||||
if items[j] ~= nil then
|
||||
result[3] = '+ ' .. item.prototype.name
|
||||
@ -337,23 +168,23 @@ local function redraw_table(data)
|
||||
end
|
||||
|
||||
-- save lastStone
|
||||
last_stone = calculate_level(config.unlockables[i].level)
|
||||
last_stone = config.unlockables[i].level
|
||||
end
|
||||
|
||||
-- print table
|
||||
for _, unlockable in pairs(row) do
|
||||
local is_unlocked = unlockable[6] <= stone_tracker.stone_sent_to_surface
|
||||
local is_unlocked = unlockable[1] <= force_control.get_force_data('player').current_level
|
||||
local list = market_scroll_pane.add {type = 'table', column_count = 2 }
|
||||
|
||||
list.style.horizontal_spacing = 16
|
||||
|
||||
local caption = ''
|
||||
if unlockable[4] ~= true then
|
||||
caption = unlockable[1]
|
||||
caption = 'Level ' .. unlockable[1]
|
||||
else
|
||||
caption = ''
|
||||
end
|
||||
local tag_stone = list.add {type = 'label', name = tag_label_stone, caption = caption}
|
||||
local tag_stone = list.add {type = 'label', name = tag_label_stone, caption = caption, tooltip = 'XP: ' .. utils.comma_value(Experience.calculate_level_xp(unlockable[1]))}
|
||||
tag_stone.style.minimal_width = 100
|
||||
|
||||
local tag_items = list.add {type = 'label', name = tag_label_item, caption = unlockable[3]}
|
||||
@ -378,30 +209,27 @@ local function redraw_buff(data) --! Almost equals to the redraw_table() functio
|
||||
local buff_scroll_pane = data.buff_scroll_pane
|
||||
Gui.clear(buff_scroll_pane)
|
||||
|
||||
local buffs = {}
|
||||
local number_of_rows = 0
|
||||
local buffs = Experience.get_buffs()
|
||||
local row = {}
|
||||
|
||||
for i = 1, #config.buffs do
|
||||
-- get items and buffs for each stone value
|
||||
buffs = config.buffs
|
||||
|
||||
local i = 0
|
||||
for k, v in pairs(buffs) do
|
||||
i = i + 1
|
||||
local result = {}
|
||||
|
||||
-- 1st column
|
||||
result[1] = 'All levels'
|
||||
|
||||
-- 2nd column
|
||||
if buffs[i].prototype.name == 'mining_speed' then
|
||||
result[2] = '+ '.. buffs[i].prototype.value .. '% mining speed'
|
||||
elseif buffs[i].prototype.name == 'inventory_slot' then
|
||||
if buffs[i].prototype.value > 1 then
|
||||
result[2] = '+ '.. buffs[i].prototype.value .. ' inventory slots'
|
||||
if k == 'mining_speed' then
|
||||
result[2] = '+ '.. v.value .. '% mining speed'
|
||||
elseif k == 'inventory_slot' then
|
||||
if v.value > 1 then
|
||||
result[2] = '+ '.. v.value .. ' inventory slots'
|
||||
else
|
||||
result[2] = '+ '.. buffs[i].prototype.value .. ' inventory slot'
|
||||
result[2] = '+ '.. v.value .. ' inventory slot'
|
||||
end
|
||||
elseif buffs[i].prototype.name == 'stone_automation' then
|
||||
result[2] = '+ '.. buffs[i].prototype.value .. ' stones automatically sent'
|
||||
elseif k == 'health_bonus' then
|
||||
result[2] = '+ '.. v.value .. ' max health'
|
||||
else
|
||||
result[2] = 'Description missing: unknown buff. Please contact admin'
|
||||
end
|
||||
@ -437,34 +265,29 @@ local function redraw_buff(data) --! Almost equals to the redraw_table() functio
|
||||
end
|
||||
end
|
||||
|
||||
local function on_market_item_purchased(event)
|
||||
if (1 ~= event.offer_index) then
|
||||
---Interface for force control system to access the primary market
|
||||
---@return LuaEntity the primary market (The one at spawn)
|
||||
function MarketExchange.get_market()
|
||||
|
||||
local markets = game.surfaces.nauvis.find_entities_filtered({name = 'market', position = config.market_spawn_position, limit = 1})
|
||||
|
||||
if (#markets == 0) then
|
||||
Debug.print_position(config.market_spawn_position, 'Unable to find a market')
|
||||
return
|
||||
end
|
||||
|
||||
local sum = config.stone_to_surface_amount * event.count
|
||||
Game.print_player_floating_text(event.player_index, '-' .. sum .. ' stone', {r = 0.6, g = 0.55, b = 0.42})
|
||||
|
||||
send_stone_to_surface(sum)
|
||||
update_market_contents(event.market)
|
||||
return markets[1]
|
||||
end
|
||||
|
||||
local function on_placed_entity(event)
|
||||
local market = event.entity
|
||||
if ('market' ~= market.name) then
|
||||
if 'market' ~= market.name then
|
||||
return
|
||||
end
|
||||
|
||||
market.add_market_item({
|
||||
price = {{config.currency_item, 50}},
|
||||
offer = {type = 'nothing', effect_description = 'Send ' .. config.stone_to_surface_amount .. ' ' .. config.currency_item .. ' to the surface. To see the overall progress and rewards, click the market button in the menu.'}
|
||||
})
|
||||
|
||||
update_market_contents(market)
|
||||
end
|
||||
|
||||
function MarketExchange.get_extra_map_info(config)
|
||||
return 'Market Exchange, trade your stone or send it to the surface'
|
||||
return 'Market Exchange, come make a deal at the foreman\'s shop'
|
||||
end
|
||||
|
||||
local function toggle(event)
|
||||
@ -530,6 +353,7 @@ Gui.on_custom_close('Diggy.MarketExchange.Frame', function (event)
|
||||
event.element.destroy()
|
||||
end)
|
||||
|
||||
---Updates the market progress gui for every player that has it open
|
||||
function MarketExchange.update_gui()
|
||||
for _, p in ipairs(game.connected_players) do
|
||||
local frame = p.gui.left['Diggy.MarketExchange.Frame']
|
||||
@ -537,7 +361,6 @@ function MarketExchange.update_gui()
|
||||
if frame and frame.valid then
|
||||
local data = {player = p, trigger = 'update_gui'}
|
||||
toggle(data)
|
||||
--toggle(data)
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -547,10 +370,9 @@ function MarketExchange.on_init()
|
||||
surface = game.surfaces.nauvis,
|
||||
position = config.market_spawn_position,
|
||||
player_force = game.forces.player,
|
||||
void_chest_tiles = config.void_chest_tiles,
|
||||
})
|
||||
|
||||
update_mining_speed(game.forces.player)
|
||||
|
||||
end
|
||||
|
||||
--[[--
|
||||
@ -559,91 +381,10 @@ end
|
||||
function MarketExchange.register(cfg)
|
||||
config = cfg
|
||||
|
||||
Event.add(defines.events.on_research_finished, on_research_finished)
|
||||
Event.add(defines.events.on_market_item_purchased, on_market_item_purchased)
|
||||
--Events
|
||||
Event.add(Template.events.on_placed_entity, on_placed_entity)
|
||||
Event.add(defines.events.on_player_created, on_player_created)
|
||||
|
||||
local x_min
|
||||
local y_min
|
||||
local x_max
|
||||
local y_max
|
||||
|
||||
for _, position in pairs(config.void_chest_tiles) do
|
||||
local x = position.x
|
||||
local y = position.y
|
||||
|
||||
if (nil == x_min or x < x_min) then
|
||||
x_min = x
|
||||
end
|
||||
|
||||
if (nil == x_max or x > x_max) then
|
||||
x_max = x
|
||||
end
|
||||
|
||||
if (nil == y_min or y < y_min) then
|
||||
y_min = y
|
||||
end
|
||||
|
||||
if (nil == y_max or y > y_max) then
|
||||
y_max = y
|
||||
end
|
||||
end
|
||||
|
||||
local area = {{x_min, y_min}, {x_max + 1, y_max + 1}}
|
||||
local message_x = (x_max + x_min) * 0.5
|
||||
local message_y = (y_max + y_min) * 0.5
|
||||
|
||||
Event.on_nth_tick(config.void_chest_frequency, function ()
|
||||
local send_to_surface = 0
|
||||
local surface = game.surfaces.nauvis
|
||||
local find_entities_filtered = surface.find_entities_filtered
|
||||
local chests = find_entities_filtered({area = area, type = {'container', 'logistic-container'}})
|
||||
local to_fetch = stone_collecting.active_modifier
|
||||
|
||||
for _, chest in pairs(chests) do
|
||||
local chest_contents = chest.get_inventory(defines.inventory.chest)
|
||||
local stone_in_chest = chest_contents.get_item_count(config.currency_item)
|
||||
local delta = to_fetch
|
||||
|
||||
if (stone_in_chest < delta) then
|
||||
delta = stone_in_chest
|
||||
end
|
||||
|
||||
if (delta > 0) then
|
||||
chest_contents.remove({name = config.currency_item, count = delta})
|
||||
send_to_surface = send_to_surface + delta
|
||||
end
|
||||
end
|
||||
|
||||
if (send_to_surface == 0) then
|
||||
if (0 == to_fetch) then
|
||||
return
|
||||
end
|
||||
|
||||
local message = 'Missing chests below market'
|
||||
if (#chests > 0) then
|
||||
message = 'No stone in chests found'
|
||||
end
|
||||
|
||||
Game.print_floating_text(surface, {x = message_x, y = message_y}, message, { r = 220, g = 100, b = 50})
|
||||
return
|
||||
end
|
||||
|
||||
local markets = find_entities_filtered({name = 'market', position = config.market_spawn_position, limit = 1})
|
||||
|
||||
if (#markets == 0) then
|
||||
Debug.print_position(config.market_spawn_position, 'Unable to find a market')
|
||||
return
|
||||
end
|
||||
|
||||
local message = send_to_surface .. ' stone sent to the surface'
|
||||
|
||||
Game.print_floating_text(surface, {x = message_x, y = message_y}, message, { r = 0.6, g = 0.55, b = 0.42})
|
||||
|
||||
send_stone_to_surface(send_to_surface)
|
||||
update_market_contents(markets[1])
|
||||
end)
|
||||
Event.on_nth_tick(61, MarketExchange.update_gui)
|
||||
end
|
||||
|
||||
return MarketExchange
|
||||
|
@ -1,54 +0,0 @@
|
||||
-- dependencies
|
||||
local Config = require 'map_gen.Diggy.Config'.features.MarketExchange
|
||||
|
||||
-- this
|
||||
local MarketUnlockables = {}
|
||||
local floor = math.floor
|
||||
local ceil = math.ceil
|
||||
local log10 = math.log10
|
||||
|
||||
--- Handles a truncation of numbers to create simple large numbers
|
||||
-- eg. 1593251 could become 1590000 with precision 3
|
||||
-- number larger than 10 million will have an precision of +1
|
||||
-- @param precision number of the precision wanted (number of significant digits)
|
||||
-- @param precise_number number that needs to be truncated/simplified
|
||||
--
|
||||
local function truncate(precision, precise_number)
|
||||
local number = precise_number
|
||||
local number_length = floor(log10(number)+1)
|
||||
precision = (number_length >= 8) and (precision+1) or precision
|
||||
local exponent = number_length -precision
|
||||
number = number/10^exponent
|
||||
number = floor(number)*10^exponent
|
||||
return number, number_length
|
||||
end
|
||||
|
||||
--- Handles the level requirement to stone sent. Calculates based on a formula one number corresponding to that levels cost
|
||||
-- You can configure this in Diggy.Config.lua under features.MarketExchange
|
||||
-- @param level number of a level
|
||||
-- @returns number of cost corresponding to the level based on a calculation
|
||||
--
|
||||
function MarketUnlockables.calculate_level(level) -- all configurable variables must be integers.
|
||||
local b = floor(Config.difficulty_scale) or 25 -- Default 25 <-- Controls how much stone is needed.
|
||||
local start_value = floor(Config.start_stone) or 50 -- The start value/the first level cost
|
||||
local formula = b*(level^3)+(start_value-b)
|
||||
|
||||
local precision = floor(Config.cost_precision) or 2 -- Sets the precision
|
||||
|
||||
-- Truncates to the precision and prevents duplicates by incrementing with 5 in the third highest place.
|
||||
-- First evaluates loosely if the previous level requirement would return same number after truncating.
|
||||
-- If true evaluates down all levels to level 1 for the precise number
|
||||
-- (In case itself got incremented)
|
||||
-- Only useful if three or more values turns out to be the same after truncating, thus the loosely evaluation to save an expensive recursive function
|
||||
local number, number_lenght = truncate(precision, formula)
|
||||
local prev_number = truncate(precision, b*((level-1)^3)+(start_value-b))
|
||||
if (level ~= 1 and number == prev_number) then
|
||||
local prev_number = MarketUnlockables.calculate_level((level-1))
|
||||
while (prev_number >= number) do
|
||||
number = (prev_number < number) and number or ceil(number + (5*10^(number_lenght -3)))
|
||||
end
|
||||
end
|
||||
return number
|
||||
end
|
||||
|
||||
return MarketUnlockables
|
@ -68,7 +68,6 @@ end
|
||||
|
||||
--[[
|
||||
Creates a floating text entity at the player location with the specified color in {r, g, b} format.
|
||||
|
||||
Example: "+10 iron" or "-10 coins"
|
||||
|
||||
@param text String to display
|
||||
@ -76,14 +75,19 @@ end
|
||||
|
||||
@return the created entity
|
||||
]]
|
||||
function Game.print_player_floating_text(player_index, text, color)
|
||||
|
||||
function Game.print_player_floating_text_position(player_index, text, color, x_offset, y_offset)
|
||||
local player = Game.get_player_by_index(player_index)
|
||||
if not player or not player.valid then
|
||||
return
|
||||
end
|
||||
|
||||
local position = player.position
|
||||
return Game.print_floating_text(player.surface, {x = position.x, y = position.y - 1.5}, text, color)
|
||||
return Game.print_floating_text(player.surface, {x = position.x + x_offset, y = position.y + y_offset}, text, color)
|
||||
end
|
||||
|
||||
function Game.print_player_floating_text(player_index, text, color)
|
||||
Game.print_player_floating_text_position(player_index, text, color, 0, -1.5)
|
||||
end
|
||||
|
||||
return Game
|
||||
|
Loading…
Reference in New Issue
Block a user