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Merge pull request #655 from linaori/lazy-bastard

Added a Lazy Bastard feature with player limit for market items
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Matthew 2019-01-25 09:05:17 -05:00 committed by GitHub
commit 2f679e737e
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6 changed files with 332 additions and 18 deletions

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@ -196,6 +196,10 @@ global.config = {
-- rewards players for looking through the info tabs
info_player_reward = true
},
-- makes manual stuff cumbersome
lazy_bastard = {
enabled = false,
},
-- automatically marks miners for deconstruction when they are depleted (currently compatible with hard mods that add miners)
autodeconstruct = {
enabled = true

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@ -63,6 +63,9 @@ end
if config.hail_hydra.enabled then
require 'features.hail_hydra'
end
if config.lazy_bastard.enabled then
require 'features.lazy_bastard'
end
if config.redmew_qol.enabled then
require 'features.redmew_qol'
end

157
features/lazy_bastard.lua Normal file
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@ -0,0 +1,157 @@
local Event = require 'utils.event'
local Game = require 'utils.game'
local Command = require 'utils.command'
local Task = require 'utils.task'
local Token = require 'utils.token'
local Retailer = require 'features.retailer'
local round = math.round
local insert = table.insert
local remove = table.remove
local clean_energy_interface = Token.register(function (params)
local entity = params.entity
if not entity or not entity.valid then
-- already removed o.O
return
end
entity.destroy()
end)
if global.config.market.enabled then
local new_items = {
{
name = 'welcome-package',
name_label = 'Lazy bastard welcome package',
type = Retailer.item_types.item_package,
description = 'Contains some goodies to get started',
sprite = 'achievement/lazy-bastard',
stack_limit = 1,
player_limit = 1,
price = 0,
items = {
{name = 'solar-panel', count = 1},
{name = 'roboport', count = 1},
{name = 'coin', count = 30},
{name = 'small-electric-pole', count = 5},
{name = 'construction-robot', count = 2},
},
},
{price = 5, name = 'construction-robot'},
{price = 15, name = 'logistic-robot'},
{price = 50, name = 'roboport'},
{price = 5, name = 'logistic-chest-passive-provider'},
{price = 5, name = 'logistic-chest-active-provider'},
{price = 5, name = 'logistic-chest-buffer'},
{price = 5, name = 'logistic-chest-requester'},
{price = 5, name = 'logistic-chest-storage'},
}
local market_items = require 'resources.market_items'
for i = #market_items, 1, -1 do
local name = market_items[i].name
-- cleanup items we don't need, construction bot has to be replaced for convenience
if name == 'temporary-mining-speed-bonus' or name == 'construction-robot' or name == 'steel-axe' then
remove(market_items, i)
end
end
for i = 1, #new_items do
insert(market_items, i, new_items[i])
end
end
-- disable pickaxes from the start
Event.on_init(function ()
local recipes = game.forces.player.recipes
recipes['iron-axe'].enabled = false
recipes['steel-axe'].enabled = false
end)
-- ensure the recipes are disabled all the time
Event.add(defines.events.on_research_finished, function (event)
local recipes = event.research.force.recipes
recipes['iron-axe'].enabled = false
recipes['steel-axe'].enabled = false
end)
-- players cannot build anything, just place ghosts
Event.add(defines.events.on_built_entity, function(event)
local entity = event.created_entity
if not entity or not entity.valid then
return
end
local name = entity.name
if name == 'entity-ghost' then
return
end
-- replace the entity by a ghost
local direction = entity.direction
local position = entity.position
local surface = entity.surface
local force = entity.force
-- not every item has a ghost, this is the easiest way to prevent errors and stop replacement
pcall(function()
surface.create_entity({
name = 'entity-ghost',
inner_name = name,
direction = direction,
position = position,
force = force,
});
entity.destroy()
-- attempt to give the item back to the player
local player = Game.get_player_by_index(event.player_index)
if not player or not player.valid then
return
end
player.insert(event.stack)
end)
end)
Command.add('lazy-bastard-bootstrap', {
description = 'Puts down the minimum requirements to get started',
admin_only = true,
}, function(_, player)
local surface = player.surface
local force = player.force
local pos = player.position
pos.y = round(pos.y - 4)
pos.x = round(pos.x)
local bot_count = 3
local create_entity = surface.create_entity
local templates = {
{name = 'medium-electric-pole', force = force, position = {x = pos.x - 2, y = pos.y - 1}},
{name = 'roboport', force = force, position = {x = pos.x, y = pos.y}},
{name = 'logistic-chest-storage', force = force, position = {x = pos.x + 1, y = pos.y + 1}},
{name = 'logistic-chest-storage', force = force, position = {x = pos.x - 2, y = pos.y + 1}},
}
for i = 1, #templates do
local entity = create_entity(templates[i])
entity.minable = false
entity.destructible = false
end
for _ = 1, bot_count do
create_entity({name = 'construction-robot', force = force, position = pos})
end
local power_source = create_entity({name = 'hidden-electric-energy-interface', position = pos})
power_source.electric_buffer_size = 30000
power_source.power_production = 30000
power_source.destructible = false
power_source.minable = false
-- in 7 minutes, remove the power source
Task.set_timeout(420, clean_energy_interface, {entity = power_source})
end)

View File

@ -10,8 +10,8 @@ local market_items = require 'resources.market_items'
local fish_market_bonus_message = require 'resources.fish_messages'
-- localized functions
local pairs = pairs
local round = math.round
local random = math.random
local format = string.format
local currency = global.config.market.currency
@ -38,7 +38,8 @@ local function spawn_market(_, player)
local force = player.force
local pos = player.position
pos.y = pos.y - 4
pos.y = round(pos.y - 4)
pos.x = round(pos.x)
local market = surface.create_entity({name = 'market', position = pos})
market.destructible = false
@ -46,8 +47,10 @@ local function spawn_market(_, player)
Retailer.add_market('fish_market', market)
for _, prototype in pairs(market_items) do
Retailer.set_item('fish_market', prototype)
if table.size(Retailer.get_items('fish_market')) == 0 then
for _, prototype in pairs(market_items) do
Retailer.set_item('fish_market', prototype)
end
end
force.add_chart_tag(surface, {icon = {type = 'item', name = currency}, position = pos, text = 'Market'})

View File

@ -77,6 +77,12 @@ Retailer.events = {
on_market_purchase = script.generate_event_name(),
}
Retailer.item_types = {
--- expects an array of item prototypes that can be inserted directly via
--- player.insert() called 'items' in the item prototype.
item_package = 'item_package',
}
local market_gui_close_distance_squared = 6 * 6 + 6 * 6
local do_update_market_gui -- token
@ -91,6 +97,7 @@ local memory = {
group_label = {},
players_in_market_view = {},
market_gui_refresh_scheduled = {},
limited_items = {},
}
Global.register(memory, function (tbl)
@ -130,9 +137,9 @@ function Retailer.get_market_group_label(group_name)
end
---Returns all item for the group_name retailer.
---@param group_name string
function Retailer.get_items(group_name)
return memory.items[group_name] or {}
---@param market_group string
function Retailer.get_items(market_group)
return memory.items[market_group] or {}
end
---Removes an item from the markets for the group_name retailer.
@ -148,6 +155,76 @@ function Retailer.remove_item(group_name, item_name)
schedule_market_gui_refresh(group_name)
end
---Returns the remaining market group item limit or -1 if there is none for a given player.
---@param market_group string
---@param item_name string
---@param player_index number
function Retailer.get_player_item_limit(market_group, item_name, player_index)
local item = Retailer.get_items(market_group)[item_name]
if not item then
Debug.print({message = 'Item not registered in the Retailer', data = {
market_group = market_group,
item_name = item_name,
}})
return -1
end
return memory.limited_items[market_group][item_name][player_index] or item.player_limit
end
---Returns the configured market group item limit or -1 if there is none.
---@param market_group string
---@param item_name string
function Retailer.get_item_limit(market_group, item_name)
local item = Retailer.get_items(market_group)[item_name]
if not item then
Debug.print({message = 'Item not registered in the Retailer', data = {
market_group = market_group,
item_name = item_name,
}})
return -1
end
return item.player_limit
end
---sets the configured market group item limit for a given player
---@param market_group string
---@param item_name string
---@param player_index number
---@param new_limit number
function Retailer.set_player_item_limit(market_group, item_name, player_index, new_limit)
if new_limit < 0 then
Debug.print({message = 'Cannot set a negative item limit', data = {
market_group = market_group,
item_name = item_name,
new_limit = new_limit,
}})
return
end
local item = Retailer.get_items(market_group)[item_name]
if not item then
Debug.print({message = 'Item not registered in the Retailer', data = {
market_group = market_group,
item_name = item_name,
}})
return -1
end
if new_limit > item.player_limit then
Debug.print({message = 'Cannot set an item limit higher than the item prototype defined', data = {
market_group = market_group,
item_name = item_name,
new_limit = new_limit,
}})
new_limit = item.player_limit
end
memory.limited_items[market_group][item_name][player_index] = new_limit
end
local function redraw_market_items(data)
local grid = data.grid
@ -155,23 +232,50 @@ local function redraw_market_items(data)
local count = data.count
local market_items = data.market_items
local player_coins = data.player_coins
local player_index = data.player_index
local player_coins = Game.get_player_by_index(player_index).get_item_count('coin')
if size(market_items) == 0 then
grid.add({type = 'label', caption = 'No items available at this time'})
return
end
local limited_items = memory.limited_items[data.market_group]
for i, item in pairs(market_items) do
local stack_limit = item.stack_limit
local stack_count = stack_limit ~= -1 and stack_limit < count and item.stack_limit or count
local has_stack_limit = item.stack_limit ~= -1
local stack_limit = has_stack_limit and item.stack_limit or count
local stack_count = has_stack_limit and stack_limit < count and item.stack_limit or count
local player_limit = item.player_limit
local has_player_limit = player_limit ~= -1
if has_player_limit then
local item_name = item.name
player_limit = limited_items[item_name][player_index]
if player_limit == nil then
-- no limit set yet
player_limit = item.player_limit
limited_items[item_name][player_index] = item.player_limit
end
if player_limit < stack_count then
-- ensure the stack count is never higher than the item limit for the player
stack_count = player_limit
end
end
local player_bought_max_total = has_player_limit and stack_count == 0
local price = item.price
local tooltip = {'', item.name_label, format('\nprice: %.2f', price)}
local tooltip = {'', item.name_label}
local description = item.description
local total_price = ceil(price * stack_count)
local disabled = item.disabled == true
local message
if total_price == 1 then
if total_price == 0 then
message = 'FREE!'
elseif total_price == 1 then
message = '1 coin'
else
message = total_price .. ' coins'
@ -180,6 +284,10 @@ local function redraw_market_items(data)
local missing_coins = total_price - player_coins
local is_missing_coins = missing_coins > 0
if price ~= 0 then
insert(tooltip, format('\nprice: %.2f', price))
end
if description then
insert(tooltip, '\n' .. item.description)
end
@ -190,6 +298,10 @@ local function redraw_market_items(data)
insert(tooltip, '\n\n' .. format('Missing %d coins to buy %d', missing_coins, stack_count))
end
if has_player_limit then
insert(tooltip, '\n\n' .. format('You have bought this item %d out of %d times', item.player_limit - player_limit, item.player_limit))
end
local button = grid.add({type = 'flow'}).add({
type = 'sprite-button',
name = item_button_name,
@ -208,7 +320,7 @@ local function redraw_market_items(data)
label_style.font = 'default-bold'
label_style.vertical_align = 'center'
if disabled then
if disabled or player_bought_max_total then
label_style.font_color = Color.dark_grey
button.enabled = false
elseif is_missing_coins then
@ -247,8 +359,8 @@ local function draw_market_frame(player, group_name)
grid = grid,
count = 1,
market_items = market_items,
player_coins = player_coins,
market_group = group_name,
player_index = player.index,
}
local coin_label = frame.add({type = 'label'})
@ -431,6 +543,12 @@ Gui.on_click(item_button_name, function (event)
return
end
local market_group = data.market_group
if item.player_limit ~= -1 then
local limited_item = memory.limited_items[market_group][name]
limited_item[player.index] = limited_item[player.index] - stack_count
end
if item.type == 'item' then
local inserted = player.insert({name = name, count = stack_count})
if inserted < stack_count then
@ -442,10 +560,10 @@ Gui.on_click(item_button_name, function (event)
end
end
player.remove_item({name = 'coin', count = cost})
local player_coins = data.player_coins - cost
data.player_coins = player_coins
do_coin_label(player_coins, data.coin_label)
if cost > 0 then
player.remove_item({name = 'coin', count = cost})
end
redraw_market_items(data)
PlayerStats.change_coin_spent(player.index, cost)
@ -453,7 +571,10 @@ Gui.on_click(item_button_name, function (event)
item = item,
count = stack_count,
player = player,
group_name = market_group,
})
do_coin_label(coin_count - cost, data.coin_label)
end)
---Add a market to the group_name retailer.
@ -470,6 +591,9 @@ function Retailer.set_item(group_name, prototype)
if not memory.items[group_name] then
memory.items[group_name] = {}
end
if not memory.limited_items[group_name] then
memory.limited_items[group_name] = {}
end
local item_name = prototype.name
local name_label = prototype.name_label
@ -487,7 +611,12 @@ function Retailer.set_item(group_name, prototype)
prototype.stack_limit = -1
end
if not prototype.player_limit then
prototype.player_limit = -1
end
memory.items[group_name][item_name] = prototype
memory.limited_items[group_name][item_name] = {}
schedule_market_gui_refresh(group_name)
end
@ -577,4 +706,17 @@ Event.on_nth_tick(37, function()
end
end)
Event.add(Retailer.events.on_market_purchase, function (event)
local package = event.item
if package.type ~= Retailer.item_types.item_package then
return
end
local player_insert = event.player.insert
for _, item in pairs(package.items) do
item.count = item.count * event.count
player_insert(item)
end
end)
return Retailer

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@ -8,6 +8,8 @@ local table = require 'utils.table'
local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
global.config.lazy_bastard.enabled = true
RS.set_map_gen_settings(
{
MGSP.grass_only,
@ -66,6 +68,9 @@ Global.register_init(
local s = RS.get_surface()
tbl.seed = s.map_gen_settings.seed
tbl.surface = s
game.difficulty_settings.technology_price_multiplier = 50
game.forces.player.technologies.logistics.researched = true
game.forces.player.technologies.automation.researched = true
end,
function(tbl)
local seed = tbl.seed