1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-14 10:13:13 +02:00
RedMew/map_gen/Diggy/Feature/Experience.lua

542 lines
20 KiB
Lua

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