mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
542 lines
20 KiB
Lua
542 lines
20 KiB
Lua
-- dependencies
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local Event = require 'utils.event'
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local Game = require 'utils.game'
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local Global = require 'utils.global'
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local ForceControl = require 'features.force_control'
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local Debug = require 'map_gen.Diggy.Debug'
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local Retailer = require 'features.retailer'
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local Gui = require 'utils.gui'
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local force_control = require 'features.force_control'
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local utils = require 'utils.core'
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local format = string.format
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local floor = math.floor
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local log = math.log
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local insert = table.insert
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-- this
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local Experience = {}
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local mining_efficiency = {
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active_modifier = 0,
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research_modifier = 0,
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level_modifier = 0,
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}
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local inventory_slots = {
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active_modifier = 0,
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research_modifier = 0,
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level_modifier = 0,
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}
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local health_bonus = {
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active_modifier = 0,
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research_modifier = 0,
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level_modifier = 0,
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}
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Global.register({
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mining_efficiency = mining_efficiency,
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inventory_slots = inventory_slots,
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health_bonus = health_bonus
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}, function(tbl)
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mining_efficiency = tbl.mining_efficiency
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inventory_slots = tbl.inventory_slots
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health_bonus = tbl.health_bonus
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end)
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local config = {}
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local gain_xp_color = {r = 144, g = 202, b = 249}
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local lose_xp_color = {r = 255, g = 0, b = 0}
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local unlocked_color = {r = 255, g = 255, b = 255}
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local locked_color = {r = 127, g = 127, b = 127}
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local table_column_layout = {type = 'table', column_count = 2}
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local level_up_formula = (function (level_reached)
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local difficulty_scale = floor(config.difficulty_scale)
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local level_fine_tune = floor(config.xp_fine_tune)
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local start_value = (floor(config.first_lvl_xp) * 0.5)
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local precision = (floor(config.cost_precision))
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local function formula(level)
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return (
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difficulty_scale * (level) ^ 3
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+ (level_fine_tune + start_value) * (level) ^ 2
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+ start_value * (level)
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- difficulty_scale * (level)
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- level_fine_tune * (level)
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)
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end
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local value = formula(level_reached + 1)
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local lower_value = formula(level_reached)
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value = value - (value % (10 ^ (floor(log(value, 10)) - precision)))
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if lower_value == 0 then
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return value - lower_value
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end
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lower_value = lower_value - (lower_value % (10 ^ (floor(log(lower_value, 10)) - precision)))
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return value - lower_value
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end)
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---Updates the market contents based on the current level.
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---@param force LuaForce the force which the unlocking requirement should be based of
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function Experience.update_market_contents(force)
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local current_level = ForceControl.get_force_data(force).current_level
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local force_name = force.name
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for _, prototype in pairs(config.unlockables) do
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if (current_level >= prototype.level) then
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Retailer.set_item(force_name, prototype.name, {coin = prototype.price})
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end
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end
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Retailer.ship_items(force_name)
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end
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---Updates a forces manual mining speed modifier. By removing active modifiers and re-adding
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---@param force LuaForce the force of which will be updated
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---@param level_up number a level if updating as part of a level up (optional)
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function Experience.update_mining_speed(force, level_up)
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level_up = level_up ~= nil and level_up or 0
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local buff = config.buffs['mining_speed']
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if level_up > 0 and buff ~= nil then
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local level = ForceControl.get_force_data(force).current_level
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local adjusted_value = floor(math.max(buff.value, 24*0.9^level))
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local value = (buff.double_level ~= nil and level_up % buff.double_level == 0) and adjusted_value * 2 or adjusted_value
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mining_efficiency.level_modifier = mining_efficiency.level_modifier + (value * 0.01)
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end
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-- remove the current buff
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local old_modifier = force.manual_mining_speed_modifier - mining_efficiency.active_modifier
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-- update the active modifier
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mining_efficiency.active_modifier = mining_efficiency.research_modifier + mining_efficiency.level_modifier
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-- add the new active modifier to the non-buffed modifier
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force.manual_mining_speed_modifier = old_modifier + mining_efficiency.active_modifier
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end
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---Updates a forces inventory slots. By removing active modifiers and re-adding
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---@param force LuaForce the force of which will be updated
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---@param level_up number a level if updating as part of a level up (optional)
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function Experience.update_inventory_slots(force, level_up)
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level_up = level_up ~= nil and level_up or 0
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local buff = config.buffs['inventory_slot']
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if level_up > 0 and buff ~= nil then
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local value = (buff.double_level ~= nil and level_up % buff.double_level == 0) and buff.value * 2 or buff.value
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inventory_slots.level_modifier = inventory_slots.level_modifier + value
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end
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-- remove the current buff
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local old_modifier = force.character_inventory_slots_bonus - inventory_slots.active_modifier
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-- update the active modifier
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inventory_slots.active_modifier = inventory_slots.research_modifier + inventory_slots.level_modifier
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-- add the new active modifier to the non-buffed modifier
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force.character_inventory_slots_bonus = old_modifier + inventory_slots.active_modifier
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end
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---Updates a forces inventory slots. By removing active modifiers and re-adding
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---@param force LuaForce the force of which will be updated
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---@param level_up number a level if updating as part of a level up (optional)
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function Experience.update_health_bonus(force, level_up)
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level_up = level_up ~= nil and level_up or 0
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local buff = config.buffs['health_bonus']
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if level_up > 0 and buff ~= nil then
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local value = (buff.double_level ~= nil and level_up%buff.double_level == 0) and buff.value*2 or buff.value
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health_bonus.level_modifier = health_bonus.level_modifier + value
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end
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-- remove the current buff
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local old_modifier = force.character_health_bonus - health_bonus.active_modifier
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-- update the active modifier
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health_bonus.active_modifier = health_bonus.research_modifier + health_bonus.level_modifier
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-- add the new active modifier to the non-buffed modifier
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force.character_health_bonus = old_modifier + health_bonus.active_modifier
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end
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-- declaration of variables to prevent table look ups @see Experience.register
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local sand_rock_xp
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local rock_big_xp
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local rock_huge_xp
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---Awards experience when a rock has been mined (increases by 1 XP every 5th level)
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---@param event LuaEvent
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local function on_player_mined_entity(event)
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local entity = event.entity
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local name = entity.name
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local player_index = event.player_index
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local force = Game.get_player_by_index(player_index).force
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local level = ForceControl.get_force_data(force).current_level
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local exp = 0
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if name == 'sand-rock-big' then
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exp = sand_rock_xp + floor(level / 5)
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elseif name == 'rock-big' then
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exp = rock_big_xp + floor(level / 5)
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elseif name == 'rock-huge' then
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exp = rock_huge_xp + floor(level / 5)
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end
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if exp == 0 then
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return
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end
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Game.print_player_floating_text_position(player_index, format('+%d XP', exp), gain_xp_color,0, -0.5)
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ForceControl.add_experience(force, exp)
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end
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---Awards experience when a research has finished, based on ingredient cost of research
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---@param event LuaEvent
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local function on_research_finished(event)
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local research = event.research
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local force = research.force
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local award_xp = 0
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for _, ingredient in pairs(research.research_unit_ingredients) do
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local name = ingredient.name
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local reward = config.XP[name]
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award_xp = award_xp + reward
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end
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local exp = award_xp * research.research_unit_count
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local text = format('Research completed! +%d XP', exp)
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for _, p in pairs(game.connected_players) do
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local player_index = p.index
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Game.print_player_floating_text_position(player_index, text, gain_xp_color, -1, -0.5)
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end
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ForceControl.add_experience(force, exp)
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local current_modifier = mining_efficiency.research_modifier
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local new_modifier = force.mining_drill_productivity_bonus * config.mining_speed_productivity_multiplier * 0.5
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if (current_modifier == new_modifier) then
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-- something else was researched
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return
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end
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mining_efficiency.research_modifier = new_modifier
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inventory_slots.research_modifier = force.mining_drill_productivity_bonus * 50 -- 1 per level
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Experience.update_inventory_slots(force, 0)
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Experience.update_mining_speed(force, 0)
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game.forces.player.technologies['landfill'].enabled = false
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end
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---Awards experience when a rocket has been launched based on percentage of total experience
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---@param event LuaEvent
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local function on_rocket_launched(event)
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local force = event.rocket.force
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local exp = ForceControl.add_experience_percentage(force, config.XP['rocket_launch'])
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local text = format('Rocket launched! +%d XP', exp)
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for _, p in pairs(game.connected_players) do
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local player_index = p.index
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Game.print_player_floating_text_position(player_index, text, gain_xp_color, -1, -0.5)
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end
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end
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---Awards experience when a player kills an enemy, based on type of enemy
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---@param event LuaEvent
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local function on_entity_died (event)
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local entity = event.entity
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local force = event.force
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local cause = event.cause
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--For bot mining and turrets
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if not cause or not cause.valid or cause.type ~= 'player' then
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local exp = 0
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local floating_text_position
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-- stuff killed by the player force, but not the player
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if force and force.name == 'player' then
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local entity_name = entity.name
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if cause and (cause.name == 'artillery-turret' or cause.name == 'gun-turret' or cause.name == 'laser-turret' or cause.name == 'flamethrower-turret') then
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exp = config.XP['enemy_killed'] * (config.alien_experience_modifiers[entity_name] or 1)
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floating_text_position = cause.position
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else
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local level = ForceControl.get_force_data(force).current_level
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if entity_name == 'sand-rock-big' then
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exp = floor((sand_rock_xp + level * 0.2) * 0.5)
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elseif entity_name == 'rock-big' then
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exp = floor((rock_big_xp + level * 0.2) * 0.5)
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elseif entity_name == 'rock-huge' then
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exp = floor((rock_huge_xp + level * 0.2) * 0.5)
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end
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end
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end
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if exp > 0 then
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Game.print_floating_text(entity.surface, entity.position, format('+%d XP', exp), gain_xp_color)
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ForceControl.add_experience(force, exp)
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end
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return
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end
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if entity.force.name ~= 'enemy' then
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return
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end
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local exp = config.XP['enemy_killed'] * (config.alien_experience_modifiers[entity.name] or 1)
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Game.print_player_floating_text_position(cause.player.index, format('+%d XP', exp), gain_xp_color, -1, -0.5)
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ForceControl.add_experience(force, exp)
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end
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---Deducts experience when a player respawns, based on a percentage of total experience
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---@param event LuaEvent
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local function on_player_respawned(event)
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local player = Game.get_player_by_index(event.player_index)
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local exp = ForceControl.remove_experience_percentage(player.force, config.XP['death-penalty'], 50)
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local text = format('%s resurrected! -%d XP', player.name, exp)
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for _, p in pairs(game.connected_players) do
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Game.print_player_floating_text_position(p.index, text, lose_xp_color, -1, -0.5)
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end
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end
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local level_table = {}
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---Get experiment requirement for a given level
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---Primarily used for the Experience GUI to display total experience required to unlock a specific item
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---@param level number a number specifying the level
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---@return number required total experience to reach supplied level
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local function calculate_level_xp(level)
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if level_table[level] == nil then
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local value
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if level == 1 then
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value = level_up_formula(level-1)
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else
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value = level_up_formula(level-1)+calculate_level_xp(level-1)
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end
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insert(level_table, level, value)
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end
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return level_table[level]
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end
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local function redraw_title(data)
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local force_data = force_control.get_force_data('player')
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data.frame.caption = utils.comma_value(force_data.total_experience) .. ' total experience earned!'
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end
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local function apply_heading_style(style, width)
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style.font = 'default-bold'
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style.width = width
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end
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local function redraw_heading(data, header)
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local head_condition = (header == 1)
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local frame = (head_condition) and data.experience_list_heading or data.buff_list_heading
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local header_caption = (head_condition) and 'Reward Item' or 'Reward Buff'
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Gui.clear(frame)
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local heading_table = frame.add(table_column_layout)
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apply_heading_style(heading_table.add({type = 'label', caption = 'Requirement'}).style, 100)
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apply_heading_style(heading_table.add({type = 'label', caption = header_caption}).style, 220)
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end
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local function redraw_progressbar(data)
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local force_data = force_control.get_force_data('player')
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local flow = data.experience_progressbars
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Gui.clear(flow)
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apply_heading_style(flow.add({type = 'label', tooltip = 'Currently at level: ' .. force_data.current_level .. '\nNext level at: ' .. utils.comma_value((force_data.total_experience - force_data.current_experience) + force_data.experience_level_up_cap) ..' xp\nRemaining xp: ' .. utils.comma_value(force_data.experience_level_up_cap - force_data.current_experience), name = 'Diggy.Experience.Frame.Progress.Level', caption = 'Progress to next level:'}).style)
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local level_progressbar = flow.add({type = 'progressbar', tooltip = floor(force_data.experience_percentage*100)*0.01 .. '% xp to next level'})
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level_progressbar.style.width = 350
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level_progressbar.value = force_data.experience_percentage * 0.01
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end
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local function redraw_table(data)
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local experience_scroll_pane = data.experience_scroll_pane
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Gui.clear(experience_scroll_pane)
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redraw_progressbar(data)
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redraw_heading(data, 1)
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local last_level = 0
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local current_force_level = force_control.get_force_data('player').current_level
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for _, prototype in pairs(config.unlockables) do
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local current_item_level = prototype.level
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local first_item_for_level = current_item_level ~= last_level
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local color
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if current_force_level >= current_item_level then
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color = unlocked_color
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else
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color = locked_color
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end
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local list = experience_scroll_pane.add(table_column_layout)
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local level_caption = ''
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if first_item_for_level then
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level_caption = 'level ' .. current_item_level
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end
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local level_column = list.add({
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type = 'label',
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caption = level_caption,
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tooltip = 'XP: ' .. utils.comma_value(calculate_level_xp(current_item_level)),
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})
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level_column.style.minimal_width = 100
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level_column.style.font_color = color
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local item_column = list.add({
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type = 'label',
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caption = prototype.name
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})
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item_column.style.minimal_width = 22
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item_column.style.font_color = color
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last_level = current_item_level
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end
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end
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local function redraw_buff(data)
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local buff_scroll_pane = data.buff_scroll_pane
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Gui.clear(buff_scroll_pane)
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local all_levels_shown = false
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for name, effects in pairs(config.buffs) do
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local list = buff_scroll_pane.add(table_column_layout)
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list.style.horizontal_spacing = 16
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local level_caption = ''
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if not all_levels_shown then
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all_levels_shown = true
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level_caption = 'All levels'
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end
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local level_label = list.add({type = 'label', caption = level_caption})
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level_label.style.minimal_width = 100
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level_label.style.font_color = unlocked_color
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local buff_caption
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local effect_value = effects.value
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if name == 'mining_speed' then
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buff_caption = format('+%d mining speed', effect_value)
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elseif name == 'inventory_slot' then
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buff_caption = format('+%d inventory slot%s', effect_value, effect_value > 1 and 's' or '')
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elseif name == 'health_bonus' then
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buff_caption = format('+%d max health', effect_value)
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else
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buff_caption = format('+%d %s', effect_value, name)
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end
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local buffs_label = list.add({type = 'label', caption = buff_caption})
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buffs_label.style.minimal_width = 220
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buffs_label.style.font_color = unlocked_color
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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 left = player.gui.left
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local frame = left['Diggy.Experience.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_title(data)
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redraw_progressbar(data)
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redraw_table(data)
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return
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end
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frame = left.add({name = 'Diggy.Experience.Frame', type = 'frame', direction = 'vertical'})
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local experience_progressbars = frame.add({type = 'flow', direction = 'vertical'})
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local experience_list_heading = frame.add({type = 'flow', direction = 'horizontal'})
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local experience_scroll_pane = frame.add({type = 'scroll-pane'})
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experience_scroll_pane.style.maximal_height = 300
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local buff_list_heading = frame.add({type = 'flow', direction = 'horizontal'})
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local buff_scroll_pane = frame.add({type = 'scroll-pane'})
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buff_scroll_pane.style.maximal_height = 100
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frame.add({type = 'button', name = 'Diggy.Experience.Button', caption = 'Close'})
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local data = {
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frame = frame,
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experience_progressbars = experience_progressbars,
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experience_list_heading = experience_list_heading,
|
|
experience_scroll_pane = experience_scroll_pane,
|
|
buff_list_heading = buff_list_heading,
|
|
buff_scroll_pane = buff_scroll_pane,
|
|
}
|
|
|
|
redraw_title(data)
|
|
redraw_table(data)
|
|
|
|
redraw_heading(data, 2)
|
|
redraw_buff(data)
|
|
|
|
Gui.set_data(frame, data)
|
|
end
|
|
|
|
local function on_player_created(event)
|
|
Game.get_player_by_index(event.player_index).gui.top.add({
|
|
name = 'Diggy.Experience.Button',
|
|
type = 'sprite-button',
|
|
sprite = 'entity/market',
|
|
})
|
|
end
|
|
|
|
Gui.on_click('Diggy.Experience.Button', toggle)
|
|
Gui.on_custom_close('Diggy.Experience.Frame', function (event)
|
|
event.element.destroy()
|
|
end)
|
|
|
|
---Updates the experience progress gui for every player that has it open
|
|
local function update_gui()
|
|
local players = game.connected_players
|
|
for i = #players, 1, -1 do
|
|
local p = players[i]
|
|
local frame = p.gui.left['Diggy.Experience.Frame']
|
|
|
|
if frame and frame.valid then
|
|
local data = {player = p, trigger = 'update_gui'}
|
|
toggle(data)
|
|
end
|
|
end
|
|
end
|
|
|
|
function Experience.register(cfg)
|
|
config = cfg
|
|
|
|
--Adds the function on how to calculate level caps (When to level up)
|
|
local ForceControlBuilder = ForceControl.register(level_up_formula)
|
|
|
|
--Adds a function that'll be executed at every level up
|
|
ForceControlBuilder.register_on_every_level(function (level_reached, force)
|
|
force.print(format('%s Leveled up to %d!', '## - ', level_reached))
|
|
force.play_sound{path='utility/new_objective', volume_modifier = 1 }
|
|
Experience.update_inventory_slots(force, level_reached)
|
|
Experience.update_mining_speed(force, level_reached)
|
|
Experience.update_health_bonus(force, level_reached)
|
|
Experience.update_market_contents(force)
|
|
end)
|
|
|
|
-- Events
|
|
Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
|
|
Event.add(defines.events.on_research_finished, on_research_finished)
|
|
Event.add(defines.events.on_rocket_launched, on_rocket_launched)
|
|
Event.add(defines.events.on_player_respawned, on_player_respawned)
|
|
Event.add(defines.events.on_entity_died, on_entity_died)
|
|
Event.add(defines.events.on_player_created, on_player_created)
|
|
Event.on_nth_tick(61, update_gui)
|
|
|
|
-- Prevents table lookup thousands of times
|
|
sand_rock_xp = config.XP['sand-rock-big']
|
|
rock_big_xp = config.XP['rock-big']
|
|
rock_huge_xp = config.XP['rock-huge']
|
|
end
|
|
|
|
function Experience.on_init()
|
|
--Adds the 'player' force to participate in the force control system.
|
|
local force = game.forces.player
|
|
ForceControl.register_force(force)
|
|
end
|
|
|
|
return Experience
|