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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-14 10:13:13 +02:00
RedMew/features/fish_market.lua
Matthew c9369c3d14 Features cleanup (#414)
* Fix scoping, var names, unused functions, etc.

* Autoformat
2018-11-20 11:46:19 +01:00

426 lines
14 KiB
Lua

--[[
Hello there script explorer!
With this you can add a "Fish Market" to your World
You can earn fish by killing alot of biters or by mining wood, ores, rocks.
To spawn the market, do "/market" in your chat ingame as the games host.
It will spawn a few tiles north of the current position where your character is.
---MewMew---
!! now with speed boost item addon from air20 !!
to be added(maybe)
fix pet health at refresh
make pet faster
make pet follow you moar
--]]
local Event = require 'utils.event'
local Token = require 'utils.global_token'
local Task = require 'utils.Task'
local PlayerStats = require 'features.player_stats'
local Game = require 'utils.game'
local Utils = require 'utils.utils'
local Market_items = require 'resources.market_items'
local market_item = Market_items.market_item
local fish_market_bonus_message = require 'resources.fish_messages'
local total_fish_market_bonus_messages = #fish_market_bonus_message
local function spawn_market(cmd)
local player = game.player
if not player or not player.admin then
Utils.cant_run(cmd.name)
return
end
local surface = player.surface
local force = player.force
local pos = player.position
pos.y = pos.y - 4
local market = surface.create_entity {name = 'market', position = pos}
market.destructible = false
for _, item in ipairs(Market_items) do
market.add_market_item(item)
end
force.add_chart_tag(
surface,
{
icon = {type = 'item', name = market_item},
position = pos,
text = ' Market'
}
)
end
local function fish_earned(event, amount)
local player_index = event.player_index
local player = Game.get_player_by_index(player_index)
local stack = {name = market_item, count = amount}
local inserted = player.insert(stack)
local diff = amount - inserted
if diff > 0 then
stack.count = diff
player.surface.spill_item_stack(player.position, stack, true)
end
local fish = PlayerStats.get_coin_earned(player_index)
fish = fish + amount
PlayerStats.set_coin_earned(player_index, fish)
if fish % 70 == 0 then
if player and player.valid then
local message = fish_market_bonus_message[math.random(total_fish_market_bonus_messages)]
player.print(message)
end
end
end
local function pre_player_mined_item(event)
if event.entity.type == 'simple-entity' then -- Cheap check for rock, may have other side effects
fish_earned(event, 10)
return
end
if event.entity.type == 'tree' then
local x = math.random(1, 4)
if x == 1 then
fish_earned(event, 4)
end
end
end
local entity_drop_amount = {
--[[['small-biter'] = {low = -62, high = 1},
['small-spitter'] = {low = -62, high = 1},
['medium-biter'] = {low = -14, high = 1},
['medium-spitter'] = {low = -14, high = 1},
['big-biter'] = {low = -2, high = 1},
['big-spitter'] = {low = -2, high = 1},
['behemoth-biter'] = {low = 1, high = 1},
['behemoth-spitter'] = {low = 1, high = 1}, ]]
['biter-spawner'] = {low = 5, high = 15},
['spitter-spawner'] = {low = 5, high = 15},
['small-worm-turret'] = {low = 2, high = 8},
['medium-worm-turret'] = {low = 5, high = 15},
['big-worm-turret'] = {low = 10, high = 20}
}
local spill_items =
Token.register(
function(data)
local stack = {name = market_item, count = data.count}
data.surface.spill_item_stack(data.position, stack, true)
end
)
local function fish_drop_entity_died(event)
local entity = event.entity
if not entity or not entity.valid then
return
end
local bounds = entity_drop_amount[entity.name]
if not bounds then
return
end
local count = math.random(bounds.low, bounds.high)
if count > 0 then
Task.set_timeout_in_ticks(1, spill_items, {count = count, surface = entity.surface, position = entity.position})
end
end
--
--[[
local function pet(player, entity_name)
if not player then
player = game.connected_players[1]
else
player = game.players[player]
end
if not entity_name then
entity_name = 'small-biter'
end
if not global.player_pets then
global.player_pets = {}
end
local surface = player.surface
local pos = player.position
pos.y = pos.y + 1
local x = 1
x = x + #global.player_pets
global.player_pets[x] = {}
global.player_pets[x].entity = surface.create_entity {name = entity_name, position = pos, force = 'player'}
global.player_pets[x].owner = player.index
global.player_pets[x].id = x
end
]]--
local function reset_player_runningspeed(player)
player.character_running_speed_modifier = global.player_speed_boost_records[player.index].pre_boost_modifier
global.player_speed_boost_records[player.index] = nil
end
local function boost_player_runningspeed(player, market)
if global.player_speed_boost_records == nil then
global.player_speed_boost_records = {}
end
if global.player_speed_boost_records[player.index] == nil then
global.player_speed_boost_records[player.index] = {
start_tick = game.tick,
pre_boost_modifier = player.character_running_speed_modifier,
boost_lvl = 0
}
end
local boost_msg = {
[1] = '%s found the lost Dragon Scroll and got a lv.1 speed boost!',
[2] = 'Guided by Master Oogway, %s got a lv.2 speed boost!',
[3] = 'Kungfu Master %s defended the village and was awarded a lv.3 speed boost!',
[4] = 'Travelled at the speed of light. %s saw a blackhole. Oops.'
}
global.player_speed_boost_records[player.index].boost_lvl = 1 + global.player_speed_boost_records[player.index].boost_lvl
player.character_running_speed_modifier = 1 + player.character_running_speed_modifier
if global.player_speed_boost_records[player.index].boost_lvl >= 4 then
game.print(string.format(boost_msg[global.player_speed_boost_records[player.index].boost_lvl], player.name))
reset_player_runningspeed(player)
player.character.die(player.force, market)
return
end
player.print(string.format(boost_msg[global.player_speed_boost_records[player.index].boost_lvl], player.name))
end
local function reset_player_miningspeed(player)
player.character_mining_speed_modifier = global.player_mining_boost_records[player.index].pre_mining_boost_modifier
global.player_mining_boost_records[player.index] = nil
end
local function boost_player_miningspeed(player, market)
if global.player_mining_boost_records == nil then
global.player_mining_boost_records = {}
end
if global.player_mining_boost_records[player.index] == nil then
global.player_mining_boost_records[player.index] = {
start_tick = game.tick,
pre_mining_boost_modifier = player.character_mining_speed_modifier,
boost_lvl = 0
}
end
local boost_msg = {
[1] = '%s is going on a tree harvest!',
[2] = 'In search of a sharper axe, %s got a lv.2 mining boost!',
[3] = 'Wood fiend, %s, has picked up a massive chain saw and is awarded a lv.3 mining boost!',
[4] = 'Better learn to control that saw, %s, chopped off their legs. Oops.'
}
global.player_mining_boost_records[player.index].boost_lvl = 1 + global.player_mining_boost_records[player.index].boost_lvl
player.character_mining_speed_modifier = 1 + player.character_mining_speed_modifier
if global.player_mining_boost_records[player.index].boost_lvl >= 4 then
game.print(string.format(boost_msg[global.player_mining_boost_records[player.index].boost_lvl], player.name))
reset_player_miningspeed(player)
player.character.die(player.force, market)
return
end
player.print(string.format(boost_msg[global.player_mining_boost_records[player.index].boost_lvl], player.name))
end
local function market_item_purchased(event)
local market = event.market
if not market or not market.valid then
return
end
local offer_index = event.offer_index
local player_index = event.player_index
-- cost
local market_item = market.get_market_items()[offer_index]
local fish_cost = market_item.price[1].amount * event.count
PlayerStats.change_coin_spent(player_index, fish_cost)
if event.offer_index == 1 then -- Temporary speed bonus
local player = Game.get_player_by_index(player_index)
boost_player_runningspeed(player, market)
end
if event.offer_index == 2 then -- Temporary mining bonus
local player = Game.get_player_by_index(player_index)
boost_player_miningspeed(player, market)
end
if event.offer_index == 3 then -- train saviour item
local player = Game.get_player_by_index(player_index)
local train_savior_item = Market_items[offer_index].item
player.insert {name = train_savior_item, count = event.count}
end
--[[
if event.offer_index == 2 then
player.remove_item({name="small-plane", count=event.count})
local chance = 4
local x = math.random(1,3)
if x < 3 then
local x = math.random(1,chance)
if x < chance then
rolled_pet = "small-biter"
else
local x = math.random(1,chance)
if x < chance then
rolled_pet = "medium-biter"
else
local x = math.random(1,chance)
if x < chance then
rolled_pet = "big-biter"
else
rolled_pet = "behemoth-biter"
end
end
end
else
local x = math.random(1,chance)
if x < chance then
rolled_pet = "small-spitter"
else
local x = math.random(1,chance)
if x < chance then
rolled_pet = "medium-spitter"
else
local x = math.random(1,chance)
if x < chance then
rolled_pet = "big-spitter"
else
rolled_pet = "behemoth-spitter"
end
end
end
end
local str = string.format("%s bought his very own pet %s at the fish market!!", player.name, rolled_pet)
game.print(str)
pet(event.player_index, rolled_pet)
end
--]]
end
if not global.pet_command_rotation then
global.pet_command_rotation = 1
end
local function on_180_ticks()
if game.tick % 900 == 0 then
if global.player_speed_boost_records then
for k, v in pairs(global.player_speed_boost_records) do
if game.tick - v.start_tick > 3000 then
local player = Game.get_player_by_index(k)
if player.connected and player.character then
reset_player_runningspeed(player)
end
end
end
end
if global.player_mining_boost_records then
for k, v in pairs(global.player_mining_boost_records) do
if game.tick - v.start_tick > 6000 then
local player = Game.get_player_by_index(k)
if player.connected and player.character then
reset_player_miningspeed(player)
end
end
end
end
end
--[[
if global.player_pets then
for _, pets in pairs(global.player_pets) do
local player = game.players[pets.owner]
if
pcall(
function()
local x = pets.entity.name
end
)
then
if global.pet_command_rotation % 15 == 0 then
local surface = player.surface
local pet_pos = pets.entity.position
local pet_name = pets.entity.name
local pet_direction = pets.entity.direction
pets.entity.destroy()
pets.entity =
surface.create_entity {
name = pet_name,
position = pet_pos,
direction = pet_direction,
force = 'player'
}
end
if global.pet_command_rotation % 2 == 1 then
pets.entity.set_command(
{
type = defines.command.go_to_location,
destination = player.position,
distraction = defines.distraction.none
}
)
else
local fake_pos = pets.entity.position
pets.entity.set_command(
{
type = defines.command.go_to_location,
destination = fake_pos,
distraction = defines.distraction.none
}
)
end
else
global.player_pets[pets.id] = nil
local str = player.name .. '´s pet died ;_;'
game.print(str)
end
end
global.pet_command_rotation = global.pet_command_rotation + 1
end
]]--
end
local function fish_player_crafted_item(event)
local x = math.random(1, 50)
if x == 1 then
fish_earned(event, 1)
end
end
local function init()
if global.scenario.config.fish_market.enable then
commands.add_command('market', 'Places a fish market near you. (Admins only)', spawn_market)
Event.on_nth_tick(180, on_180_ticks)
Event.add(defines.events.on_pre_player_mined_item, pre_player_mined_item)
Event.add(defines.events.on_entity_died, fish_drop_entity_died)
Event.add(defines.events.on_market_item_purchased, market_item_purchased)
Event.add(defines.events.on_player_crafted_item, fish_player_crafted_item)
end
end
Event.on_init(init)
Event.on_load(init)