mirror of
https://github.com/Refactorio/RedMew.git
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6aed6d6317
Add map loader
220 lines
6.8 KiB
Lua
220 lines
6.8 KiB
Lua
--[[-- info
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Provides the ability to collect coins and send them to space.
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]]
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-- dependencies
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local Event = require 'utils.event'
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local Game = require 'utils.game'
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local ScoreTable = require 'map_gen.maps.diggy.score_table'
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local Debug = require 'map_gen.maps.diggy.debug'
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local Template = require 'map_gen.maps.diggy.template'
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local Perlin = require 'map_gen.shared.perlin_noise'
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local random = math.random
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local ceil = math.ceil
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local pairs = pairs
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local Gui = require 'utils.gui'
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local utils = require 'utils.core'
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-- this
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local CoinGathering = {}
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-- some GUI stuff
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local function redraw_table(data)
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local list = data.list
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Gui.clear(list)
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data.frame.caption = 'Scoretable'
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for name, value in pairs(ScoreTable.all()) do
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local table = list.add({type = 'table', column_count = 2})
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local key = table.add({type = 'label', name = 'Diggy.CoinGathering.Frame.List.Key', caption = name})
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key.style.minimal_width = 175
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local val = table.add({type = 'label', name = 'Diggy.CoinGathering.Frame.List.Val', caption = utils.comma_value(value)})
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val.style.minimal_width = 225
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end
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end
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local function toggle(event)
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local player = event.player
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local center = player.gui.left
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local frame = center['Diggy.CoinGathering.Frame']
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if (frame and event.trigger == nil) then
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Gui.destroy(frame)
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return
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elseif (frame) then
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local data = Gui.get_data(frame)
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redraw_table(data)
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return
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end
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frame = center.add({name = 'Diggy.CoinGathering.Frame', type = 'frame', direction = 'vertical'})
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local scroll_pane = frame.add({type = 'scroll-pane'})
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scroll_pane.style.maximal_height = 400
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frame.add({type = 'button', name = 'Diggy.CoinGathering.Button', caption = 'Close'})
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local data = {
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frame = frame,
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list = scroll_pane
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}
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redraw_table(data)
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Gui.set_data(frame, data)
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end
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local function on_player_created(event)
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Game.get_player_by_index(event.player_index).gui.top.add({
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name = 'Diggy.CoinGathering.Button',
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type = 'sprite-button',
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sprite = 'item/steel-axe',
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})
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end
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Gui.allow_player_to_toggle_top_element_visibility('Diggy.CoinGathering.Button')
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Gui.on_click('Diggy.CoinGathering.Button', toggle)
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Gui.on_custom_close('Diggy.CoinGathering.Frame', function (event)
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event.element.destroy()
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end)
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function CoinGathering.update_gui()
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for _, p in pairs(game.connected_players) do
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local frame = p.gui.left['Diggy.CoinGathering.Frame']
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if frame and frame.valid then
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local data = {player = p, trigger = 'update_gui'}
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toggle(data)
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end
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end
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end
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function CoinGathering.register(config)
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Event.add(defines.events.on_player_created, on_player_created)
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Event.on_nth_tick(61, CoinGathering.update_gui)
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ScoreTable.reset('Coins sent to space')
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local seed
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local noise_variance = config.noise_variance
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local function get_noise(surface, x, y)
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seed = seed or surface.map_gen_settings.seed + surface.index + 300
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return Perlin.noise(x * noise_variance * 0.9, y * noise_variance * 1.1, seed)
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end
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local distance_required = config.minimal_treasure_chest_distance * config.minimal_treasure_chest_distance
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Event.add(defines.events.on_rocket_launched, function (event)
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local coins = event.rocket.get_inventory(defines.inventory.rocket).get_item_count('coin')
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if coins > 0 then
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local sum = ScoreTable.add('Coins sent to space', coins)
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game.print('sent ' .. coins .. ' coins into space! The space station is now holding ' .. sum .. ' coins.')
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end
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end)
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local treasure_chest_noise_threshold = config.treasure_chest_noise_threshold
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Event.add(Template.events.on_void_removed, function (event)
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local position = event.position
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local x = position.x
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local y = position.y
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if (x * x + y * y <= distance_required) then
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return
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end
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local surface = event.surface
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if get_noise(surface, x, y) < treasure_chest_noise_threshold then
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return
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end
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local chest = surface.create_entity({name = 'steel-chest', position = position, force = game.forces.player})
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if not chest then
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return
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end
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local insert = chest.insert
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for name, prototype in pairs(config.treasure_chest_raffle) do
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if random() <= prototype.chance then
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insert({name = name, count = random(prototype.min, prototype.max)})
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end
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end
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end)
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local modifiers = config.alien_coin_modifiers
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local alien_coin_drop_chance = config.alien_coin_drop_chance
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Event.add(defines.events.on_entity_died, function (event)
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local entity = event.entity
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local force = entity.force
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if force.name ~= 'enemy' or random() > alien_coin_drop_chance then
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return
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end
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local modifier = modifiers[entity.name] or 1
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local evolution_multiplier = force.evolution_factor
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local count = random(
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ceil(2 * evolution_multiplier * modifier),
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ceil(5 * evolution_multiplier * modifier)
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)
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local coin = entity.surface.create_entity({
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name = 'item-on-ground',
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position = entity.position,
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stack = {name = 'coin', count = count}
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})
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if coin and coin.valid then
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coin.to_be_looted = true
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end
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end)
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local mining_coin_chance = config.mining_coin_chance
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local mining_coin_amount_min = config.mining_coin_amount.min
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local mining_coin_amount_max = config.mining_coin_amount.max
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Event.add(defines.events.on_pre_player_mined_item, function (event)
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local entity = event.entity
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if entity.type ~= 'simple-entity' then
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return
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end
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if random() > mining_coin_chance then
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return
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end
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local coin = entity.surface.create_entity({
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name = 'item-on-ground',
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position = entity.position,
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stack = {name = 'coin', count = random(mining_coin_amount_min, mining_coin_amount_max)}
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})
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if coin and coin.valid then
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coin.to_be_looted = true
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end
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end)
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if config.display_chest_locations then
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Event.add(defines.events.on_chunk_generated, function (event)
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local surface = event.surface
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local area = event.area
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for x = area.left_top.x, area.left_top.x + 31 do
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local sq_x = x * x
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for y = area.left_top.y, area.left_top.y + 31 do
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if sq_x + y * y >= distance_required and get_noise(surface, x, y) >= treasure_chest_noise_threshold then
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Debug.print_grid_value('chest', surface, {x = x, y = y}, nil, nil, true)
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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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end
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return CoinGathering
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