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mirror of https://github.com/Refactorio/RedMew.git synced 2025-03-17 21:08:08 +02:00

Added a Lazy Bastard feature with player limit for market items

This commit is contained in:
Lynn 2019-01-16 22:05:12 +01:00
parent 41c89a0ca8
commit ccda13c12c
4 changed files with 177 additions and 9 deletions

View File

@ -177,6 +177,10 @@ 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

View File

@ -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

93
features/lazy_bastard.lua Normal file
View File

@ -0,0 +1,93 @@
local Event = require 'utils.event'
local Retailer = require 'features.retailer'
local insert = table.insert
local remove = table.remove
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 = 10},
{name = 'small-electric-pole', count = 5}
},
},
{price = 5, name = 'construction-robot'},
{price = 15, name = 'logistic-robot'},
{price = 50, name = 'roboport'},
}
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
entity.destroy()
surface.create_entity({
name = 'entity-ghost',
inner_name = name,
direction = direction,
position = position,
force = force,
});
-- 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)

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)
@ -156,6 +163,7 @@ 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
if size(market_items) == 0 then
grid.add({type = 'label', caption = 'No items available at this time'})
@ -163,15 +171,41 @@ local function redraw_market_items(data)
end
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
local player_item_limit = -1
if has_player_limit then
local item_name = item.name
local player_limits = memory.limited_items[item_name]
if not player_limits then
-- no limit set yet
player_limits = {[player_index] = player_limit}
memory.limited_items[item_name] = player_limits
end
player_item_limit = player_limits[player_index]
if player_item_limit < stack_count then
-- ensure the stack count is never higher than the item limit for the player
stack_count = player_item_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 +214,10 @@ 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 +228,10 @@ 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', player_limit - player_item_limit, player_limit))
end
local button = grid.add({type = 'flow'}).add({
type = 'sprite-button',
name = item_button_name,
@ -208,7 +250,7 @@ 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
@ -249,6 +291,7 @@ local function draw_market_frame(player, group_name)
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 +474,11 @@ Gui.on_click(item_button_name, function (event)
return
end
if item.player_limit ~= -1 then
local limited_item = memory.limited_items[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 +490,13 @@ 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})
local player_coins = data.player_coins - cost
data.player_coins = player_coins
do_coin_label(player_coins, data.coin_label)
end
redraw_market_items(data)
PlayerStats.change_coin_spent(player.index, cost)
@ -487,6 +538,10 @@ 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
schedule_market_gui_refresh(group_name)
@ -577,4 +632,17 @@ 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