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local Public = { }
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local bb_config = require " maps.biter_battles_v2.config "
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local math_random = math.random
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local vector_radius = 360
local attack_vectors = { }
attack_vectors.north = { }
attack_vectors.south = { }
for x = vector_radius * - 1 , vector_radius , 1 do
for y = 0 , vector_radius , 1 do
local r = math.sqrt ( x ^ 2 + y ^ 2 )
if r < vector_radius and r > vector_radius - 1 then
attack_vectors.north [ # attack_vectors.north + 1 ] = { x , y * - 1 }
attack_vectors.south [ # attack_vectors.south + 1 ] = { x , y }
end
end
end
local size_of_vectors = # attack_vectors.north
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local threat_values = {
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[ " small-spitter " ] = 1.5 ,
[ " small-biter " ] = 1.5 ,
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[ " medium-spitter " ] = 4 ,
[ " medium-biter " ] = 4 ,
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[ " big-spitter " ] = 12 ,
[ " big-biter " ] = 12 ,
[ " behemoth-spitter " ] = 32 ,
[ " behemoth-biter " ] = 32 ,
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[ " small-worm-turret " ] = 8 ,
[ " medium-worm-turret " ] = 12 ,
[ " big-worm-turret " ] = 16 ,
[ " behemoth-worm-turret " ] = 16 ,
[ " biter-spawner " ] = 16 ,
[ " spitter-spawner " ] = 16
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}
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local function get_active_biter_count ( biter_force_name )
local count = 0
for _ , biter in pairs ( global.active_biters [ biter_force_name ] ) do
count = count + 1
end
return count
end
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local function set_biter_raffle_table ( surface , biter_force_name )
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local biters = surface.find_entities_filtered ( { type = " unit " , force = biter_force_name } )
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if not biters [ 1 ] then return end
global.biter_raffle [ biter_force_name ] = { }
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for _ , e in pairs ( biters ) do
if math_random ( 1 , 3 ) == 1 then
global.biter_raffle [ biter_force_name ] [ # global.biter_raffle [ biter_force_name ] + 1 ] = e.name
end
end
end
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local function get_threat_ratio ( biter_force_name )
if global.bb_threat [ biter_force_name ] <= 0 then return 0 end
local t1 = global.bb_threat [ " north_biters " ]
local t2 = global.bb_threat [ " south_biters " ]
if t1 == 0 and t2 == 0 then return 0.5 end
if t1 < 0 then t1 = 0 end
if t2 < 0 then t2 = 0 end
local total_threat = t1 + t2
local ratio = global.bb_threat [ biter_force_name ] / total_threat
return ratio
end
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local function is_biter_inactive ( biter , unit_number , biter_force_name )
if not biter.entity . valid then return true end
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if not biter.entity . unit_group then return true end
if not biter.entity . unit_group.valid then return true end
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if game.tick - biter.active_since < bb_config.biter_timeout then return false end
if biter.entity . surface.count_entities_filtered ( { area = { { biter.entity . position.x - 16 , biter.entity . position.y - 16 } , { biter.entity . position.x + 16 , biter.entity . position.y + 16 } } , force = { " north " , " south " } } ) ~= 0 then
global.active_biters [ biter_force_name ] [ unit_number ] . active_since = game.tick
return false
end
if global.bb_debug then game.print ( biter_force_name .. " unit " .. unit_number .. " timed out at tick age " .. game.tick - biter.active_since ) end
biter.entity . destroy ( )
return true
end
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Public.destroy_old_age_biters = function ( )
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local surface = game.surfaces [ " biter_battles " ]
for _ , e in pairs ( surface.find_entities_filtered ( { type = " unit " } ) ) do
if not e.unit_group then
if math_random ( 1 , 8 ) == 1 then e.destroy ( ) end
end
end
end
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Public.destroy_inactive_biters = function ( )
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for _ , biter_force_name in pairs ( { " north_biters " , " south_biters " } ) do
for unit_number , biter in pairs ( global.active_biters [ biter_force_name ] ) do
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if is_biter_inactive ( biter , unit_number , biter_force_name ) then
global.active_biters [ biter_force_name ] [ unit_number ] = nil
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end
end
end
end
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Public.send_near_biters_to_silo = function ( )
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if game.tick < 108000 then return end
if not global.rocket_silo [ " north " ] then return end
if not global.rocket_silo [ " south " ] then return end
game.surfaces [ " biter_battles " ] . set_multi_command ( {
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command = {
type = defines.command . attack ,
target = global.rocket_silo [ " north " ] ,
distraction = defines.distraction . none
} ,
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unit_count = 16 ,
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force = " north_biters " ,
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unit_search_distance = 128
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} )
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game.surfaces [ " biter_battles " ] . set_multi_command ( {
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command = {
type = defines.command . attack ,
target = global.rocket_silo [ " south " ] ,
distraction = defines.distraction . none
} ,
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unit_count = 16 ,
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force = " south_biters " ,
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unit_search_distance = 128
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} )
end
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local function get_random_close_spawner ( surface , biter_force_name )
local spawners = surface.find_entities_filtered ( { type = " unit-spawner " , force = biter_force_name } )
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if not spawners [ 1 ] then return false end
local spawner = spawners [ math_random ( 1 , # spawners ) ]
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for i = 1 , 5 , 1 do
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local spawner_2 = spawners [ math_random ( 1 , # spawners ) ]
if spawner_2.position . x ^ 2 + spawner_2.position . y ^ 2 < spawner.position . x ^ 2 + spawner.position . y ^ 2 then spawner = spawner_2 end
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end
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return spawner
end
local function select_units_around_spawner ( spawner , force_name , biter_force_name )
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local biters = spawner.surface . find_enemy_units ( spawner.position , 160 , force_name )
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if not biters [ 1 ] then return false end
local valid_biters = { }
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local threat = global.bb_threat [ biter_force_name ] * math_random ( 11 , 22 ) * 0.01
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local unit_count = 0
local max_unit_count = math.ceil ( global.bb_threat [ biter_force_name ] * 0.25 ) + math_random ( 6 , 12 )
if max_unit_count > bb_config.max_group_size then max_unit_count = bb_config.max_group_size end
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for _ , biter in pairs ( biters ) do
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if unit_count >= max_unit_count then break end
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if biter.force . name == biter_force_name and global.active_biters [ biter.force . name ] [ biter.unit_number ] == nil then
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valid_biters [ # valid_biters + 1 ] = biter
global.active_biters [ biter.force . name ] [ biter.unit_number ] = { entity = biter , active_since = game.tick }
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unit_count = unit_count + 1
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threat = threat - threat_values [ biter.name ]
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end
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if threat < 0 then break end
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end
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--Manual spawning of additional units
for c = 1 , max_unit_count - unit_count , 1 do
if threat < 0 then break end
local biter_name = global.biter_raffle [ biter_force_name ] [ math_random ( 1 , # global.biter_raffle [ biter_force_name ] ) ]
local position = spawner.surface . find_non_colliding_position ( biter_name , spawner.position , 128 , 2 )
if not position then break end
local biter = spawner.surface . create_entity ( { name = biter_name , force = biter_force_name , position = position } )
threat = threat - threat_values [ biter.name ]
valid_biters [ # valid_biters + 1 ] = biter
global.active_biters [ biter.force . name ] [ biter.unit_number ] = { entity = biter , active_since = game.tick }
end
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if global.bb_debug then game.print ( get_active_biter_count ( biter_force_name ) .. " active units for " .. biter_force_name ) end
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return valid_biters
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end
local function send_group ( unit_group , force_name , nearest_player_unit )
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local target = nearest_player_unit.position
if math_random ( 1 , 2 ) == 1 then target = global.rocket_silo [ force_name ] . position end
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local commands = { }
local vector = attack_vectors [ force_name ] [ math_random ( 1 , size_of_vectors ) ]
local position = { target.x + vector [ 1 ] , target.y + vector [ 2 ] }
position = unit_group.surface . find_non_colliding_position ( " stone-furnace " , position , 96 , 1 )
if position then
if math.abs ( position.y ) < math.abs ( unit_group.position . y ) then
commands [ # commands + 1 ] = {
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type = defines.command . attack_area ,
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destination = position ,
radius = 24 ,
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distraction = defines.distraction . by_enemy
}
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end
end
commands [ # commands + 1 ] = {
type = defines.command . attack_area ,
destination = target ,
radius = 32 ,
distraction = defines.distraction . by_enemy
}
commands [ # commands + 1 ] = {
type = defines.command . attack ,
target = global.rocket_silo [ force_name ] ,
distraction = defines.distraction . by_enemy
}
unit_group.set_command ( {
type = defines.command . compound ,
structure_type = defines.compound_command . return_last ,
commands = commands
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} )
return true
end
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local function is_chunk_empty ( surface , area )
if surface.count_entities_filtered ( { type = { " unit-spawner " , " unit " } , area = area } ) ~= 0 then return false end
if surface.count_entities_filtered ( { force = { " north " , " south " } , area = area } ) ~= 0 then return false end
if surface.count_tiles_filtered ( { name = { " water " , " deepwater " } , area = area } ) ~= 0 then return false end
return true
end
local function get_unit_group_position ( surface , nearest_player_unit , spawner )
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if math_random ( 1 , 3 ) ~= 1 then
local spawner_chunk_position = { x = math.floor ( spawner.position . x / 32 ) , y = math.floor ( spawner.position . y / 32 ) }
local valid_chunks = { }
for x = - 2 , 2 , 1 do
for y = - 2 , 2 , 1 do
local chunk = { x = spawner_chunk_position.x + x , y = spawner_chunk_position.y + y }
local area = { { chunk.x * 32 , chunk.y * 32 } , { chunk.x * 32 + 32 , chunk.y * 32 + 32 } }
if is_chunk_empty ( surface , area ) then
valid_chunks [ # valid_chunks + 1 ] = chunk
end
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end
end
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if # valid_chunks > 0 then
local chunk = valid_chunks [ math_random ( 1 , # valid_chunks ) ]
return { x = chunk.x * 32 + 16 , y = chunk.y * 32 + 16 }
end
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end
local unit_group_position = { x = ( spawner.position . x + nearest_player_unit.position . x ) * 0.5 , y = ( spawner.position . y + nearest_player_unit.position . y ) * 0.5 }
local pos = surface.find_non_colliding_position ( " rocket-silo " , unit_group_position , 256 , 1 )
if pos then unit_group_position = pos end
if not unit_group_position then
if global.bb_debug then game.print ( " No unit_group_position found for team " .. force_name ) end
return false
end
return unit_group_position
end
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local function get_active_threat ( biter_force_name )
local active_threat = 0
for unit_number , biter in pairs ( global.active_biters [ biter_force_name ] ) do
if biter.entity then
if biter.entity . valid then
active_threat = active_threat + threat_values [ biter.entity . name ]
end
end
end
return active_threat
end
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local function create_attack_group ( surface , force_name , biter_force_name )
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local threat = global.bb_threat [ biter_force_name ]
if get_active_threat ( biter_force_name ) > threat * 1.20 then return end
if threat <= 0 then return false end
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if bb_config.max_active_biters - get_active_biter_count ( biter_force_name ) < bb_config.max_group_size then
if global.bb_debug then game.print ( " Not enough slots for biters for team " .. force_name .. " . Available slots: " .. bb_config.max_active_biters - get_active_biter_count ( biter_force_name ) ) end
return false
end
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local spawner = get_random_close_spawner ( surface , biter_force_name )
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if not spawner then
if global.bb_debug then game.print ( " No spawner found for team " .. force_name ) end
return false
end
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local nearest_player_unit = surface.find_nearest_enemy ( { position = spawner.position , max_distance = 2048 , force = biter_force_name } )
if not nearest_player_unit then nearest_player_unit = global.rocket_silo [ force_name ] end
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local unit_group_position = get_unit_group_position ( surface , nearest_player_unit , spawner )
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local units = select_units_around_spawner ( spawner , force_name , biter_force_name )
if not units then return false end
local unit_group = surface.create_unit_group ( { position = unit_group_position , force = biter_force_name } )
for _ , unit in pairs ( units ) do unit_group.add_member ( unit ) end
send_group ( unit_group , force_name , nearest_player_unit )
end
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Public.main_attack = function ( )
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local surface = game.surfaces [ " biter_battles " ]
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local force_name = global.next_attack
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if not global.training_mode or ( global.training_mode and # game.forces [ force_name ] . connected_players > 0 ) then
local biter_force_name = force_name .. " _biters "
local wave_amount = math.ceil ( get_threat_ratio ( biter_force_name ) * 7 )
set_biter_raffle_table ( surface , biter_force_name )
for c = 1 , wave_amount , 1 do
create_attack_group ( surface , force_name , biter_force_name )
end
if global.bb_debug then game.print ( wave_amount .. " unit groups designated for " .. force_name .. " biters. " ) end
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end
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if global.next_attack == " north " then
global.next_attack = " south "
else
global.next_attack = " north "
end
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end
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Public.wake_up_sleepy_groups = function ( )
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local force_name = global.next_attack
local biter_force_name = force_name .. " _biters "
local entity
local unit_group
for unit_number , biter in pairs ( global.active_biters [ biter_force_name ] ) do
entity = biter.entity
if entity then
if entity.valid then
unit_group = entity.unit_group
if unit_group then
if unit_group.valid then
if unit_group.state == defines.group_state . finished then
local nearest_player_unit = entity.surface . find_nearest_enemy ( { position = entity.position , max_distance = 2048 , force = biter_force_name } )
if not nearest_player_unit then nearest_player_unit = global.rocket_silo [ force_name ] end
send_group ( unit_group , force_name , nearest_player_unit )
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print ( " BiterBattles: Woke up Unit Group at x " .. unit_group.position . x .. " y " .. unit_group.position . y .. " . " )
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end
end
end
end
end
end
end
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Public.raise_evo = function ( )
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if global.freeze_players then return end
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if not global.training_mode and ( # game.forces . north.connected_players == 0 or # game.forces . south.connected_players == 0 ) then return end
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local amount = math.ceil ( global.difficulty_vote_value * global.evo_raise_counter )
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local biter_teams = { [ " north_biters " ] = " north " , [ " south_biters " ] = " south " }
local a_team_has_players = false
for bf , pf in pairs ( biter_teams ) do
if # game.forces [ pf ] . connected_players > 0 then
set_evo_and_threat ( amount , " automation-science-pack " , bf )
a_team_has_players = true
end
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end
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if not a_team_has_players then return end
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global.evo_raise_counter = global.evo_raise_counter + ( 1 * 0.50 )
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end
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--Biter Threat Value Substraction
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function Public . subtract_threat ( entity )
if not threat_values [ entity.name ] then return end
if entity.type == " unit " then
global.active_biters [ entity.force . name ] [ entity.unit_number ] = nil
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end
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global.bb_threat [ entity.force . name ] = global.bb_threat [ entity.force . name ] - threat_values [ entity.name ]
return true
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end
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return Public