mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
26e1c28dc0
* Init Factorio 2.0 update * add credits * fix test module * I know luackeck, I know * Fixes * Fix bad event.player_index handling * Hotfixes * Remove all filter inserters * Migrate removed items * Deprecating spidertron control and landfill features
341 lines
12 KiB
Lua
341 lines
12 KiB
Lua
-- dependencies
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local Global = require 'utils.global'
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local Event = require 'utils.event'
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local raise_event = script.raise_event
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local ceil = math.ceil
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local max = math.max
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local floor = math.floor
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local format = string.format
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-- this, things that can be done run-time
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local ForceControl = {}
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ForceControl.events = {
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--- triggered when the force levels up
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--- uses event = {level_reached = number, force = LuaForce}
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on_level_up = Event.generate_event_name('on_level_up')
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}
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-- the builder, can only be accessed through ForceControl.register() and should be avoided used run-time
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local ForceControlBuilder = {}
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-- all force data being monitored
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local forces = {}
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-- the function that calculates the experience to next level
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local calculate_next_level_cap = nil
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Global.register(
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{
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forces = forces,
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},
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function(tbl)
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forces = tbl.forces
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end
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)
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---Asserts if a given variable is of the expected type using type().
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---
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---@param expected_type string
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---@param given any
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---@param variable_reference_message string displayed when the expectation is not met
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local function assert_type(expected_type, given, variable_reference_message)
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local given_type = type(given)
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if given_type ~= expected_type then
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error('Argument ' .. variable_reference_message .. " must be of type '" .. expected_type .. "', given '" .. given_type .. "'")
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end
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end
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---Returns a valid force based on the lua force or name given.
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---@param lua_force_or_name LuaForce|string
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local function get_valid_force(lua_force_or_name)
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if not lua_force_or_name then
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return
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end
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if type(lua_force_or_name) == 'string' then
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local force = game.forces[lua_force_or_name]
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if not force or not force.valid then
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return
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end
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return force
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end
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if type(lua_force_or_name) ~= 'table' or not lua_force_or_name.valid then
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return
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end
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return lua_force_or_name
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end
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---Register a reward that checks if a reward should be given if the level
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---matches the callback. If so, it will apply the if_level_criteria_matches
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---callback.
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---
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---@param level_matches function function(number level_reached)
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---@param callback function function(number level_reached, LuaForce force)
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---@param lua_force_name string|nil only register for this force (optional)
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function ForceControlBuilder.register(level_matches, callback, lua_force_name)
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if _LIFECYCLE > _STAGE.control then
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error('You can only register level up callbacks before the game is initialized')
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end
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assert_type('function', level_matches, 'level_matches of function ForceControl.register_reward')
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assert_type('function', callback, 'callback of function ForceControlBuilder.register')
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local function on_level_up(event)
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local level = event.level_reached
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if level_matches(level, event.force) then
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callback(level, event.force)
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end
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end
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if not lua_force_name then
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Event.add(ForceControl.events.on_level_up, on_level_up)
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return
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end
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Event.add(
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ForceControl.events.on_level_up,
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function(event)
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local force = get_valid_force(lua_force_name)
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if not force then
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error('Can only register a lua force name for ForceControlBuilder.register')
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end
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if force ~= event.force then
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return
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end
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on_level_up(event)
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end
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)
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end
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---Register a reward which triggers when the given level is reached.
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---
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---@param level number
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---@param callback function function(number level_reached, LuaForce force)
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---@param lua_force_name string|nil only register for this force (optional)
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function ForceControlBuilder.register_on_single_level(level, callback, lua_force_name)
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assert_type('number', level, 'level of function ForceControl.register_reward_on_single_level')
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assert_type('function', callback, 'callback of function ForceControlBuilder.register_on_single_level')
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ForceControlBuilder.register(function(level_reached)
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return level == level_reached
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end, callback, lua_force_name)
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end
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---Always returns true
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local function always_true()
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return true
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end
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---Register a reward that triggers for every level.
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---
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---@param callback function function(number level_reached, LuaForce force)
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---@param lua_force_name string|nil only register for this force (optional)
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function ForceControlBuilder.register_on_every_level(callback, lua_force_name)
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assert_type('function', callback, 'callback of function ForceControlBuilder.register_on_every_level')
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ForceControlBuilder.register(always_true, callback, lua_force_name)
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end
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---Register the config and initialize the feature.
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---@param level_up_formula function
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function ForceControl.register(level_up_formula)
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if calculate_next_level_cap then
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error('Can only register one force control.')
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end
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calculate_next_level_cap = level_up_formula
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return ForceControlBuilder
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end
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---Registers a new force to participate.
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---@param lua_force_or_name LuaForce|string
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function ForceControl.register_force(lua_force_or_name)
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if not calculate_next_level_cap then
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error('Can only register a force when the config has been initialized via ForceControl.register(config_table).')
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end
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local force = get_valid_force(lua_force_or_name)
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if not force then
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error('Can only register a LuaForce for ForceControl')
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end
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forces[force.name] = {
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current_experience = 0,
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total_experience = 0,
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current_level = 0,
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experience_level_up_cap = calculate_next_level_cap(0)
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}
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end
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---Returns the ForceControlBuilder.
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function ForceControl.get_force_control_builder()
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if not calculate_next_level_cap then
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error('Can only get the force control builder when the config has been initialized via ForceControl.register(config_table).')
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end
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return ForceControlBuilder
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end
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---Removes experience from a force. Won't cause de-level nor go below 0.
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---@param lua_force_or_name LuaForce|string
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---@param experience number amount of experience to remove
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---@return number the experience being removed
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function ForceControl.remove_experience(lua_force_or_name, experience)
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assert_type('number', experience, 'Argument experience of function ForceControl.remove_experience')
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if experience < 1 then
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return
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end
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local force = get_valid_force(lua_force_or_name)
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if not force then
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return
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end
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local force_config = forces[force.name]
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if not force_config then
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return
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end
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local backup_current_experience = force_config.current_experience
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force_config.current_experience = max(0, force_config.current_experience - experience)
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force_config.total_experience = (force_config.current_experience == 0) and force_config.total_experience - backup_current_experience or max(0, force_config.total_experience - experience)
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return backup_current_experience - force_config.current_experience
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end
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---Removes experience from a force, based on a percentage of the total obtained experience
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---@param lua_force_or_name LuaForce|string
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---@param percentage number percentage of total obtained experience to remove
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---@param min_experience number minimum amount of experience to remove (optional)
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---@param max_experience number maximum amount of experience to remove (optional)
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---@return number the experience being removed
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---@see ForceControl.remove_experience
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function ForceControl.remove_experience_percentage(lua_force_or_name, percentage, min_experience, max_experience)
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min_experience = min_experience ~= nil and min_experience or 0
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max_experience = max_experience ~= nil and max_experience or 0
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local force = get_valid_force(lua_force_or_name)
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if not force then
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return
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end
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local force_config = forces[force.name]
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if not force_config then
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return
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end
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local penalty = force_config.total_experience * percentage
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penalty = (penalty >= min_experience) and ceil(penalty) or ceil(min_experience)
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penalty = (penalty <= max_experience or max_experience == 0) and penalty or ceil(max_experience)
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return ForceControl.remove_experience(lua_force_or_name, penalty)
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end
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---Adds experience to a force.
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---@param lua_force_or_name LuaForce|string
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---@param experience number amount of experience to add
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---@param resursive_call boolean whether or not the function is called recursively (optional)
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function ForceControl.add_experience(lua_force_or_name, experience, recursive_call)
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assert_type('number', experience, 'Argument experience of function ForceControl.add_experience')
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if experience < 1 then
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return
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end
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local force = get_valid_force(lua_force_or_name)
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if not force then
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return
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end
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local force_config = forces[force.name]
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if not force_config then
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return
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end
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local new_experience = force_config.current_experience + experience
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local experience_level_up_cap = force_config.experience_level_up_cap
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if not recursive_call then
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force_config.total_experience = force_config.total_experience + experience
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end
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if (new_experience < experience_level_up_cap) then
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force_config.current_experience = new_experience
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return
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end
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-- level up
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local new_level = force_config.current_level + 1
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force_config.current_level = new_level
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force_config.current_experience = 0
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force_config.experience_level_up_cap = calculate_next_level_cap(new_level)
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raise_event(ForceControl.events.on_level_up, {level_reached = new_level, force = force})
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ForceControl.add_experience(force, new_experience - experience_level_up_cap, true)
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end
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---Adds experience from a force, based on a percentage of the total obtained experience
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---@param lua_force_or_name LuaForce|string
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---@param percentage number percentage of total obtained experience to add
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---@param min_experience number minimum amount of experience to add (optional)
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---@param max_experience number maximum amount of experience to add (optional)
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---@return number the experience being added
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---@see ForceControl.add_experience
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function ForceControl.add_experience_percentage(lua_force_or_name, percentage, min_experience, max_experience)
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min_experience = min_experience ~= nil and min_experience or 0
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max_experience = max_experience ~= nil and max_experience or 0
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local force = get_valid_force(lua_force_or_name)
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if not force then
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return
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end
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local force_config = forces[force.name]
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if not force_config then
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return
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end
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local reward = force_config.total_experience * percentage
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reward = (reward >= min_experience) and ceil(reward) or ceil(min_experience)
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reward = (reward <= max_experience or max_experience == 0) and reward or ceil(max_experience)
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ForceControl.add_experience(lua_force_or_name, reward)
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return reward
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end
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---Return the force data as {
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--- current_experience = number,
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--- current_level = number,
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--- experience_level_up_cap = number,
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--- experience_percentage = number,
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---}
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---@param lua_force_or_name LuaForce|string
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function ForceControl.get_force_data(lua_force_or_name)
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local force = get_valid_force(lua_force_or_name)
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if not force then
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return
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end
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local force_config = forces[force.name]
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if not force_config then
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return
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end
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return {
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current_experience = force_config.current_experience,
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total_experience = force_config.total_experience,
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current_level = force_config.current_level,
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experience_level_up_cap = force_config.experience_level_up_cap,
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experience_percentage = (force_config.current_experience / force_config.experience_level_up_cap) * 100
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}
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end
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function ForceControl.get_formatted_force_data(lua_force_or_name)
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local force_config = ForceControl.get_force_data(lua_force_or_name)
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if not force_config then
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return
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end
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return format(
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'Current experience: %s Total experience: %s Current level: %d Next level at: %s Percentage to level up: %d%%',
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force_config.current_experience,
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force_config.total_experience,
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force_config.current_level,
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force_config.experience_level_up_cap,
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floor(force_config.experience_percentage * 100) * 0.01
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)
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end
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return ForceControl
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