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RedMew/map_gen/Diggy/Feature/MarketExchange.lua
2018-11-08 18:57:19 +01:00

584 lines
20 KiB
Lua

--[[-- info
Provides the ability to purchase items from the market.
]]
-- dependencies
local Event = require 'utils.event'
local Token = require 'utils.global_token'
local Task = require 'utils.Task'
local Gui = require 'utils.gui'
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 insert = table.insert
local max = math.max
-- this
local MarketExchange = {}
local config = {}
local stone_tracker = {
stone_sent_to_surface = 0,
previous_stone_sent_to_surface = 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, params.currency_item, {})
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
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
local add_market_item
local print = game.print
for _, unlockable in pairs(config.unlockables) do
local is_in_range = unlockable.stone > stone_tracker.previous_stone_sent_to_surface and unlockable.stone <= stone_tracker.stone_sent_to_surface
-- 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
add_market_item = add_market_item or market.add_market_item
local name = unlockable.prototype.name
local price = unlockable.prototype.price
print('Mining Foreman: New wares at the market! Come get your ' .. name .. ' for only ' .. price .. ' ' .. config.currency_item .. '!')
add_market_item({
price = {{config.currency_item, price}},
offer = {type = 'give-item', item = name, count = 1}
})
elseif (is_in_range and unlockable.type == 'buff' and unlockable.prototype.name == 'mining_speed') then
local value = unlockable.prototype.value
print('Mining Foreman: Increased mining speed by ' .. value .. '%!')
should_update_mining_speed = true
mining_efficiency.market_modifier = mining_efficiency.market_modifier + (value / 100)
elseif (is_in_range and unlockable.type == 'buff' and unlockable.prototype.name == 'inventory_slot') then
local value = unlockable.prototype.value
print('Mining Foreman: Increased inventory slots by ' .. value .. '!')
should_update_inventory_slots = true
inventory_slots.market_modifier = inventory_slots.market_modifier + value
elseif (is_in_range and unlockable.type == 'buff' and unlockable.prototype.name == 'stone_automation') then
local value = unlockable.prototype.value
print('Mining Foreman: sending stone to the surface automatically is now increased by ' .. value .. '!')
should_update_stone_collecting = true
stone_collecting.market_modifier = stone_collecting.market_modifier + value
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 comma_value(n) -- credit http://richard.warburton.it
local left,num,right = string.match(n,'^([^%d]*%d)(%d*)(.-)$')
return left..(num:reverse():gsub('(%d%d%d)','%1,'):reverse())..right
end
local function redraw_title(data)
data.frame.caption = comma_value(stone_tracker.stone_sent_to_surface) .. ' ' .. config.currency_item .. ' sent to the surface'
end
local function get_data(unlocks, stone, type)
local result = {}
for _, data in pairs(unlocks) do
if data.stone == stone and data.type == type then
insert(result, data)
end
end
return result
end
local function get_stone_level(unlocks, stone)
local count = 1
local ret = {act = 0, next = 0}
for _, data in pairs(unlocks) do
if data.stone > stone then
ret.next = data.stone
break
end
count = count + 1
end
if count < 2 then
ret.act = 0 -- predefine with 0 if nothing sent yet (at beginning)
else
ret.act = unlocks[count - 1].stone
end
return ret
end
local tag_label_stone = Gui.uid_name()
local tag_label_buff = Gui.uid_name()
local tag_label_item = Gui.uid_name()
local function apply_heading_style(style, width)
style.font = 'default-bold'
style.align = 'center'
style.width = width
end
local function redraw_heading(data)
local frame = data.market_list_heading
Gui.clear(frame)
local heading_table = frame.add({type = 'table', column_count = 3})
apply_heading_style(heading_table.add({type = 'label', name = tag_label_stone, caption = 'Name'}).style, 90)
apply_heading_style(heading_table.add({type = 'label', name = tag_label_buff, caption = 'Buff'}).style, 200)
apply_heading_style(heading_table.add({type = 'label', name = tag_label_item, caption = 'Item'}).style, 200)
end
local function redraw_progressbar(data)
local flow = data.market_progressbars
Gui.clear(flow)
-- overall progress
-- get highest amount of stone
local number_of_unlockables = #config.unlockables
local highest_amount = config.unlockables[number_of_unlockables].stone
-- calc % of stones sent
local stone_sent = stone_tracker.stone_sent_to_surface / highest_amount
apply_heading_style(flow.add({type = 'label', name = 'Diggy.MarketExchange.Frame.Progress.Overall', caption = 'Overall progress:'}).style)
local overall_progressbar = flow.add({type = 'progressbar', tooltip = stone_sent * 100 .. '% stone sent'})
overall_progressbar.style.width = 540
overall_progressbar.value = stone_sent
-- progress bar for next level
local stone_level = get_stone_level(config.unlockables, stone_tracker.stone_sent_to_surface)
local act_stone = stone_level.act
local next_stone = stone_level.next
local range = next_stone - act_stone
local sent = stone_tracker.stone_sent_to_surface - act_stone
local percentage = sent / range
apply_heading_style(flow.add({type = 'label', 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'})
level_progressbar.style.width = 540
level_progressbar.value = percentage
end
local function redraw_table(data)
local market_scroll_pane = data.market_scroll_pane
Gui.clear(market_scroll_pane)
local buffs = {}
local items = {}
local last_stone = 0
local number_of_rows = 0
local row = {}
-- create the progress bars in the window
redraw_progressbar(data)
-- create table headings
redraw_heading(data)
-- create table
for i = 1, #config.unlockables do
if config.unlockables[i].stone ~= last_stone then
-- get items and buffs for each stone value
buffs = get_data(config.unlockables, config.unlockables[i].stone, 'buff')
items = get_data(config.unlockables, config.unlockables[i].stone, 'market')
-- get number of rows
number_of_rows = max(#buffs, #items)
-- loop through buffs and items for number of rows
for j = 1, number_of_rows do
local result = {}
-- 1st column
if buffs[j] ~= nil then
result[1] = buffs[j].stone
else
result[1] = items[j].stone
end
-- 2nd column
if buffs[j] ~= nil then
if buffs[j].prototype.name == 'mining_speed' then
result[2] = '+ '.. buffs[j].prototype.value .. '% mining speed'
end
if buffs[j].prototype.name == 'inventory_slot' then
if buffs[j].prototype.value > 1 then
result[2] = '+ '.. buffs[j].prototype.value .. ' inventory slots'
else
result[2] = '+ '.. buffs[j].prototype.value .. ' inventory slot'
end
end
if buffs[j].prototype.name == 'stone_automation' then
result[2] = '+ '.. buffs[j].prototype.value .. ' stones automatically sent'
end
else
result[2] = ''
end
-- 3rd column
if items[j] ~= nil then
result[3] = '+ ' .. items[j].prototype.name
else
result[3] = ''
end
-- indicator to stop print stone number
if j > 1 then
result[4] = true
else
result[4] = false
end
-- indicator to draw horizontal line
if j == number_of_rows then
result[5] = true
else
result[5] = false
end
insert(row, result)
end
end
-- save lastStone
last_stone = config.unlockables[i].stone
end
-- print table
for _, unlockable in pairs(row) do
local is_unlocked = unlockable[1] <= stone_tracker.stone_sent_to_surface
local list = market_scroll_pane.add {type = 'table', column_count = 3 }
list.style.horizontal_spacing = 16
local caption = ''
if unlockable[4] ~= true then
caption = comma_value(unlockable[1])
else
caption = ''
end
local tag_stone = list.add {type = 'label', name = tag_label_stone, caption = caption}
tag_stone.style.minimal_width = 90
local tag_buffs = list.add {type = 'label', name = tag_label_buff, caption = unlockable[2]}
tag_buffs.style.minimal_width = 200
local tag_items = list.add {type = 'label', name = tag_label_item, caption = unlockable[3]}
tag_items.style.minimal_width = 200
-- draw horizontal line
if unlockable[5] == true then
list.draw_horizontal_line_after_headers = true
end
if (is_unlocked) then
tag_stone.style.font_color = {r = 1, g = 1, b = 1 }
tag_buffs.style.font_color = {r = 1, g = 1, b = 1 }
tag_items.style.font_color = {r = 1, g = 1, b = 1 }
else
tag_stone.style.font_color = {r = 0.5, g = 0.5, b = 0.5 }
tag_buffs.style.font_color = {r = 0.5, g = 0.5, b = 0.5 }
tag_items.style.font_color = {r = 0.5, g = 0.5, b = 0.5 }
end
end
end
local function on_market_item_purchased(event)
if (1 ~= event.offer_index) then
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)
end
local function on_placed_entity(event)
local market = event.entity
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'}
})
update_market_contents(market)
end
function MarketExchange.get_extra_map_info(config)
return 'Market Exchange, trade your stone or send it to the surface'
end
local function toggle(event)
local player = event.player
local center = player.gui.center
local frame = center['Diggy.MarketExchange.Frame']
if (frame) then
Gui.destroy(frame)
return
end
frame = center.add({name = 'Diggy.MarketExchange.Frame', type = 'frame', direction = 'vertical'})
local market_progressbars = frame.add({type = 'flow', direction = 'vertical'})
local market_list_heading = frame.add({type = 'flow', direction = 'horizontal'})
local market_scroll_pane = frame.add({type = 'scroll-pane'})
market_scroll_pane.style.maximal_height = 400
frame.add({ type = 'button', name = 'Diggy.MarketExchange.Button', caption = 'Close'})
local data = {
frame = frame,
market_progressbars = market_progressbars,
market_list_heading = market_list_heading,
market_scroll_pane = market_scroll_pane,
}
redraw_title(data)
redraw_table(data)
Gui.set_data(frame, data)
player.opened = frame
end
local function on_player_created(event)
Game.get_player_by_index(event.player_index).gui.top.add({
name = 'Diggy.MarketExchange.Button',
type = 'sprite-button',
sprite = 'item/stone',
})
end
Gui.on_click('Diggy.MarketExchange.Button', toggle)
Gui.on_custom_close('Diggy.MarketExchange.Frame', function (event)
event.element.destroy()
end)
function MarketExchange.on_init()
Task.set_timeout_in_ticks(50, on_market_timeout_finished, {
surface = game.surfaces.nauvis,
position = config.market_spawn_position,
player_force = game.forces.player,
currency_item = config.currency_item,
void_chest_tiles = config.void_chest_tiles,
})
update_mining_speed(game.forces.player)
end
--[[--
Registers all event handlers.
]]
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)
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.printPosition(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)
end
return MarketExchange