1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/modules/wave_defense/main.lua

397 lines
16 KiB
Lua
Raw Normal View History

2019-10-08 06:54:42 +02:00
require "modules.wave_defense.biter_rolls"
2019-10-08 17:41:15 +02:00
require "modules.wave_defense.threat_events"
local threat_values = require "modules.wave_defense.threat_values"
2019-10-07 01:46:26 +02:00
local math_random = math.random
2019-10-10 01:42:38 +02:00
local side_target_types = {"accumulator", "assembling-machine", "beacon", "boiler", "container", "electric-pole", "furnace", "lamp", "lab",
"logistic-container", "mining-drill", "container", "pump", "radar", "reactor", "roboport", "rocket-silo", "solar-panel", "storage-tank",}
2019-10-07 01:46:26 +02:00
2019-10-08 01:17:00 +02:00
local function debug_print(msg)
2019-10-11 21:52:32 +02:00
if not global.wave_defense.debug then return end
print("WaveDefense: " .. msg)
2019-10-08 01:17:00 +02:00
end
2019-10-07 22:40:05 +02:00
local function is_unit_valid(biter)
2019-10-08 17:41:15 +02:00
if not biter.entity then debug_print("is_unit_valid - unit destroyed - does no longer exist") return false end
if not biter.entity.valid then debug_print("is_unit_valid - unit destroyed - invalid") return false end
if not biter.entity.unit_group then debug_print("is_unit_valid - unit destroyed - no unitgroup") return false end
if biter.spawn_tick + global.wave_defense.max_biter_age < game.tick then debug_print("is_unit_valid - unit destroyed - timed out") return false end
2019-10-07 22:40:05 +02:00
return true
end
2019-10-07 04:37:23 +02:00
local function time_out_biters()
for k, biter in pairs(global.wave_defense.active_biters) do
2019-10-07 22:40:05 +02:00
if not is_unit_valid(biter) then
global.wave_defense.active_biter_count = global.wave_defense.active_biter_count - 1
if biter.entity then
if biter.entity.valid then
global.wave_defense.threat = global.wave_defense.threat + threat_values[biter.entity.name]
biter.entity.destroy()
end
end
2019-10-07 04:37:23 +02:00
global.wave_defense.active_biters[k] = nil
end
end
end
2019-10-07 01:46:26 +02:00
local function get_random_close_spawner()
local spawners = global.wave_defense.surface.find_entities_filtered({type = "unit-spawner"})
if not spawners[1] then return false end
local center = global.wave_defense.target.position
local spawner = spawners[math_random(1,#spawners)]
2019-10-09 03:25:00 +02:00
for i = 1, global.wave_defense.get_random_close_spawner_attempts, 1 do
2019-10-07 01:46:26 +02:00
local spawner_2 = spawners[math_random(1,#spawners)]
if (center.x - spawner_2.position.x) ^ 2 + (center.y - spawner_2.position.y) ^ 2 < (center.x - spawner.position.x) ^ 2 + (center.y - spawner.position.y) ^ 2 then spawner = spawner_2 end
end
return spawner
end
2019-10-10 01:42:38 +02:00
local function set_main_target()
2019-10-08 01:17:00 +02:00
if global.wave_defense.target then
2019-10-10 01:42:38 +02:00
if global.wave_defense.target.valid then return end
2019-10-07 01:46:26 +02:00
end
local characters = {}
for i = 1, #game.connected_players, 1 do
if game.connected_players[i].character then
if game.connected_players[i].character.valid then
characters[#characters + 1] = game.connected_players[i].character
end
end
end
2019-10-08 01:17:00 +02:00
if #characters == 0 then return end
2019-10-07 01:46:26 +02:00
global.wave_defense.target = characters[math_random(1, #characters)]
end
2019-10-10 05:40:39 +02:00
local function set_side_target_list()
2019-10-10 01:42:38 +02:00
if not global.wave_defense.target then return false end
if not global.wave_defense.target.valid then return false end
2019-10-10 05:40:39 +02:00
global.wave_defense.side_targets = global.wave_defense.target.surface.find_entities_filtered({
2019-10-10 01:42:38 +02:00
area = {
2019-10-10 05:40:39 +02:00
{global.wave_defense.target.position.x - global.wave_defense.side_target_search_radius, global.wave_defense.target.position.y - global.wave_defense.side_target_search_radius},
{global.wave_defense.target.position.x + global.wave_defense.side_target_search_radius, global.wave_defense.target.position.y + global.wave_defense.side_target_search_radius}
2019-10-10 01:42:38 +02:00
},
force = global.wave_defense.target.force,
type = side_target_types
})
2019-10-10 05:40:39 +02:00
end
2019-10-10 01:42:38 +02:00
2019-10-10 05:40:39 +02:00
local function get_side_target()
if not global.wave_defense.side_targets then return false end
if #global.wave_defense.side_targets < 2 then return false end
local side_target = global.wave_defense.side_targets[math_random(1,#global.wave_defense.side_targets)]
if not side_target then return false end
if not side_target.valid then return false end
for _ = 1, 4, 1 do
local new_target = global.wave_defense.side_targets[math_random(1,#global.wave_defense.side_targets)]
if new_target then
if new_target.valid then
local side_target_distance = (global.wave_defense.target.position.x - side_target.position.x) ^ 2 + (global.wave_defense.target.position.y - side_target.position.y) ^ 2
local new_target_distance = (global.wave_defense.target.position.x - new_target.position.x) ^ 2 + (global.wave_defense.target.position.y - new_target.position.y) ^ 2
if new_target_distance > side_target_distance then side_target = new_target end
end
end
2019-10-10 01:42:38 +02:00
end
return side_target
end
2019-10-07 01:46:26 +02:00
local function set_group_spawn_position()
local spawner = get_random_close_spawner()
if not spawner then return end
2019-10-07 04:37:23 +02:00
local position = global.wave_defense.surface.find_non_colliding_position("rocket-silo", spawner.position, 48, 1)
2019-10-07 01:46:26 +02:00
if not position then return end
2019-10-11 21:52:32 +02:00
global.wave_defense.spawn_position = {x = math.floor(position.x), y = math.floor(position.y)}
2019-10-07 01:46:26 +02:00
end
local function set_enemy_evolution()
local evolution = global.wave_defense.wave_number * 0.001
2019-10-07 09:48:17 +02:00
if evolution > 1 then
global.biter_evasion_health_increase_factor = (evolution - 1) * 4
evolution = 1
2019-10-07 16:40:52 +02:00
else
global.biter_evasion_health_increase_factor = 1
2019-10-07 09:48:17 +02:00
end
2019-10-07 01:46:26 +02:00
game.forces.enemy.evolution_factor = evolution
end
local function spawn_biter()
if global.wave_defense.threat <= 0 then return false end
if global.wave_defense.active_biter_count >= global.wave_defense.max_active_biters then return false end
2019-10-09 03:25:00 +02:00
local name = wave_defense_roll_biter_name()
2019-10-11 21:52:32 +02:00
local position = global.wave_defense.surface.find_non_colliding_position(name, global.wave_defense.spawn_position, 48, 2)
2019-10-07 01:46:26 +02:00
if not position then return false end
local biter = global.wave_defense.surface.create_entity({name = name, position = position, force = "enemy"})
biter.ai_settings.allow_destroy_when_commands_fail = false
biter.ai_settings.allow_try_return_to_spawner = false
global.wave_defense.active_biters[biter.unit_number] = {entity = biter, spawn_tick = game.tick}
global.wave_defense.active_biter_count = global.wave_defense.active_biter_count + 1
global.wave_defense.threat = global.wave_defense.threat - threat_values[name]
return biter
end
local function spawn_unit_group()
if global.wave_defense.threat <= 0 then return false end
if global.wave_defense.active_biter_count >= global.wave_defense.max_active_biters then return false end
set_group_spawn_position()
2019-10-11 21:52:32 +02:00
debug_print("Spawning unit group at position:" .. global.wave_defense.spawn_position.x .." " .. global.wave_defense.spawn_position.y)
2019-10-07 01:46:26 +02:00
local unit_group = global.wave_defense.surface.create_unit_group({position = global.wave_defense.spawn_position, force = "enemy"})
for a = 1, global.wave_defense.group_size, 1 do
local biter = spawn_biter()
if not biter then break end
unit_group.add_member(biter)
end
2019-10-10 04:33:51 +02:00
for i = 1, #global.wave_defense.unit_groups, 1 do
if not global.wave_defense.unit_groups[i] then
global.wave_defense.unit_groups[i] = unit_group
return true
end
end
2019-10-07 04:37:23 +02:00
global.wave_defense.unit_groups[#global.wave_defense.unit_groups + 1] = unit_group
2019-10-07 01:46:26 +02:00
return true
end
2019-10-11 21:52:32 +02:00
local function get_active_unit_groups_count()
local count = 0
for _, g in pairs(global.wave_defense.unit_groups) do
if g.valid then
count = count + 1
2019-10-07 22:40:05 +02:00
end
end
2019-10-11 21:52:32 +02:00
debug_print("Active unit groups count: " .. count)
return count
2019-10-07 22:40:05 +02:00
end
local function spawn_attack_groups()
2019-10-07 04:37:23 +02:00
if global.wave_defense.active_biter_count >= global.wave_defense.max_active_biters then return false end
2019-10-08 17:41:15 +02:00
if global.wave_defense.threat <= 0 then return false end
2019-10-08 05:50:32 +02:00
wave_defense_set_biter_raffle(global.wave_defense.wave_number)
2019-10-11 21:52:32 +02:00
local count = get_active_unit_groups_count()
if count >= global.wave_defense.max_active_unit_groups then return end
for _ = 1, math_random(1,2), 1 do
2019-10-07 01:46:26 +02:00
if not spawn_unit_group() then break end
end
end
2019-10-07 22:40:05 +02:00
local function set_next_wave()
global.wave_defense.wave_number = global.wave_defense.wave_number + 1
2019-10-08 05:50:32 +02:00
global.wave_defense.group_size = global.wave_defense.wave_number * 2
2019-10-07 22:40:05 +02:00
if global.wave_defense.group_size > global.wave_defense.max_group_size then global.wave_defense.group_size = global.wave_defense.max_group_size end
2019-10-11 21:52:32 +02:00
global.wave_defense.threat = global.wave_defense.threat + global.wave_defense.wave_number * 2
2019-10-07 22:40:05 +02:00
global.wave_defense.last_wave = global.wave_defense.next_wave
global.wave_defense.next_wave = game.tick + global.wave_defense.wave_interval
end
2019-10-08 01:17:00 +02:00
local function get_commmands(group)
local commands = {}
local group_position = {x = group.position.x, y = group.position.y}
local step_length = global.wave_defense.unit_group_command_step_length
2019-10-10 01:42:38 +02:00
2019-10-11 21:52:32 +02:00
if math_random(1,3) ~= 1 then
local side_target = false
for _ = 1, 3, 1 do
side_target = get_side_target()
if side_target then break end
2019-10-10 01:42:38 +02:00
end
2019-10-11 21:52:32 +02:00
if side_target then
local target_position = side_target.position
local distance_to_target = math.floor(math.sqrt((target_position.x - group_position.x) ^ 2 + (target_position.y - group_position.y) ^ 2))
local steps = math.floor(distance_to_target / step_length) + 1
local vector = {math.round((target_position.x - group_position.x) / steps, 3), math.round((target_position.y - group_position.y) / steps, 3)}
if global.wave_defense.debug then
print("side_target x" .. side_target.position.x .. " y" .. side_target.position.y)
print("distance_to_target " .. distance_to_target)
print("steps " .. steps)
print("vector " .. vector[1] .. "_" .. vector[2])
end
for i = 1, steps, 1 do
group_position.x = group_position.x + vector[1]
group_position.y = group_position.y + vector[2]
local position = group.surface.find_non_colliding_position("small-biter", group_position, 64, 2)
if position then
commands[#commands + 1] = {
type = defines.command.attack_area,
destination = {x = position.x, y = position.y},
radius = 16,
distraction = defines.distraction.by_anything
}
if global.wave_defense.debug then print(position) end
end
end
commands[#commands + 1] = {
type = defines.command.attack,
target = side_target,
distraction = defines.distraction.by_enemy,
}
2019-10-10 01:42:38 +02:00
end
end
2019-10-11 21:52:32 +02:00
2019-10-10 01:42:38 +02:00
local target_position = global.wave_defense.target.position
2019-10-08 01:17:00 +02:00
local distance_to_target = math.floor(math.sqrt((target_position.x - group_position.x) ^ 2 + (target_position.y - group_position.y) ^ 2))
local steps = math.floor(distance_to_target / step_length) + 1
local vector = {math.round((target_position.x - group_position.x) / steps, 3), math.round((target_position.y - group_position.y) / steps, 3)}
if global.wave_defense.debug then
2019-10-10 01:42:38 +02:00
print("main_target")
2019-10-08 01:17:00 +02:00
print("distance_to_target " .. distance_to_target)
print("steps " .. steps)
print("vector " .. vector[1] .. "_" .. vector[2])
end
for i = 1, steps, 1 do
group_position.x = group_position.x + vector[1]
2019-10-10 01:42:38 +02:00
group_position.y = group_position.y + vector[2]
2019-10-11 07:13:08 +02:00
local position = group.surface.find_non_colliding_position("small-biter", group_position, 64, 1)
2019-10-08 01:17:00 +02:00
if position then
commands[#commands + 1] = {
type = defines.command.attack_area,
destination = {x = position.x, y = position.y},
radius = 16,
2019-10-08 05:50:32 +02:00
distraction = defines.distraction.by_anything
2019-10-08 01:17:00 +02:00
}
if global.wave_defense.debug then print(position) end
2019-10-10 01:42:38 +02:00
end
2019-10-08 01:17:00 +02:00
end
commands[#commands + 1] = {
type = defines.command.attack_area,
destination = {x = global.wave_defense.target.position.x, y = global.wave_defense.target.position.y},
radius = 8,
distraction = defines.distraction.by_enemy
}
commands[#commands + 1] = {
type = defines.command.attack,
target = global.wave_defense.target,
distraction = defines.distraction.by_enemy,
}
return commands
end
2019-10-07 22:40:05 +02:00
local function command_unit_group(group)
if not global.wave_defense.unit_group_last_command[group.group_number] then global.wave_defense.unit_group_last_command[group.group_number] = game.tick - (global.wave_defense.unit_group_command_delay + 1) end
if global.wave_defense.unit_group_last_command[group.group_number] + global.wave_defense.unit_group_command_delay > game.tick then return end
global.wave_defense.unit_group_last_command[group.group_number] = game.tick
group.set_command({
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
2019-10-08 01:17:00 +02:00
commands = get_commmands(group)
2019-10-07 22:40:05 +02:00
})
end
2019-10-07 04:37:23 +02:00
local function give_commands_to_unit_groups()
if #global.wave_defense.unit_groups == 0 then return end
if not global.wave_defense.target then return end
if not global.wave_defense.target.valid then return end
for k, group in pairs(global.wave_defense.unit_groups) do
if group.valid then
2019-10-07 22:40:05 +02:00
command_unit_group(group)
2019-10-07 04:37:23 +02:00
else
global.wave_defense.unit_groups[k] = nil
end
end
end
local function create_gui(player)
2019-10-08 23:50:57 +02:00
local frame = player.gui.top.add({ type = "frame", name = "wave_defense"})
2019-10-07 04:37:23 +02:00
frame.style.maximal_height = 38
local label = frame.add({ type = "label", caption = " ", name = "label"})
label.style.font_color = {r=0.88, g=0.88, b=0.88}
2019-10-07 22:40:05 +02:00
label.style.font = "default-bold"
2019-10-07 04:37:23 +02:00
label.style.left_padding = 4
label.style.right_padding = 4
label.style.minimal_width = 68
label.style.font_color = {r=0.33, g=0.66, b=0.9}
local progressbar = frame.add({ type = "progressbar", name = "progressbar", value = 0})
progressbar.style.minimal_width = 128
progressbar.style.maximal_width = 128
progressbar.style.top_padding = 10
2019-10-07 22:40:05 +02:00
local line = frame.add({type = "line", direction = "vertical"})
line.style.left_padding = 4
line.style.right_padding = 4
2019-10-08 23:50:57 +02:00
local label = frame.add({ type = "label", caption = " ", name = "threat", tooltip = "high threat may empower biters"})
2019-10-07 22:40:05 +02:00
label.style.font_color = {r=0.88, g=0.88, b=0.88}
label.style.font = "default-bold"
label.style.left_padding = 4
label.style.right_padding = 4
label.style.minimal_width = 10
label.style.font_color = {r=0.99, g=0.0, b=0.5}
2019-10-07 04:37:23 +02:00
end
local function update_gui(player)
if not player.gui.top.wave_defense then create_gui(player) end
player.gui.top.wave_defense.label.caption = "Wave: " .. global.wave_defense.wave_number
if global.wave_defense.wave_number == 0 then player.gui.top.wave_defense.label.caption = "First wave in " .. math.floor((global.wave_defense.next_wave - game.tick) / 60) + 1 end
2019-10-07 16:40:52 +02:00
local interval = global.wave_defense.next_wave - global.wave_defense.last_wave
player.gui.top.wave_defense.progressbar.value = 1 - (global.wave_defense.next_wave - game.tick) / interval
2019-10-09 03:25:00 +02:00
local value = global.wave_defense.threat
if value < 0 then value = 0 end
player.gui.top.wave_defense.threat.caption = "Threat: " .. value
2019-10-07 04:37:23 +02:00
end
2019-10-07 01:46:26 +02:00
local function on_tick()
2019-10-07 04:37:23 +02:00
if global.wave_defense.game_lost then return end
for _, player in pairs(game.connected_players) do update_gui(player) end
2019-10-07 22:40:05 +02:00
if game.tick > global.wave_defense.next_wave then set_next_wave() end
2019-10-07 04:37:23 +02:00
2019-10-10 04:33:51 +02:00
if game.tick % 300 == 0 then
2019-10-10 05:40:39 +02:00
if game.tick % 1800 == 0 then time_out_biters() end
if game.tick % 7200 == 0 then set_side_target_list() end
2019-10-10 01:42:38 +02:00
set_main_target()
2019-10-08 01:17:00 +02:00
set_enemy_evolution()
2019-10-07 22:40:05 +02:00
spawn_attack_groups()
2019-10-07 04:37:23 +02:00
give_commands_to_unit_groups()
2019-10-10 04:33:51 +02:00
build_nest()
build_worm()
2019-10-07 22:40:05 +02:00
end
2019-10-07 01:46:26 +02:00
end
2019-10-07 16:40:52 +02:00
function reset_wave_defense()
2019-10-07 01:46:26 +02:00
global.wave_defense = {
2019-10-07 22:40:05 +02:00
debug = false,
2019-10-07 01:46:26 +02:00
surface = game.surfaces["nauvis"],
active_biters = {},
2019-10-07 04:37:23 +02:00
unit_groups = {},
2019-10-07 22:40:05 +02:00
unit_group_last_command = {},
2019-10-11 07:13:08 +02:00
unit_group_command_delay = 3600 * 8,
unit_group_command_step_length = 64,
2019-10-10 19:33:32 +02:00
max_group_size = 192,
2019-10-09 21:09:53 +02:00
max_active_unit_groups = 8,
2019-10-10 19:33:32 +02:00
max_active_biters = 1024,
2019-10-08 05:50:32 +02:00
max_biter_age = 3600 * 60,
2019-10-07 01:46:26 +02:00
active_biter_count = 0,
2019-10-11 07:13:08 +02:00
get_random_close_spawner_attempts = 5,
2019-10-10 05:40:39 +02:00
side_target_search_radius = 768,
2019-10-08 17:41:15 +02:00
spawn_position = {x = 0, y = 64},
2019-10-07 16:40:52 +02:00
last_wave = game.tick,
2019-10-07 17:37:57 +02:00
next_wave = game.tick + 3600 * 5,
2019-10-07 04:37:23 +02:00
wave_interval = 1800,
2019-10-07 01:46:26 +02:00
wave_number = 0,
2019-10-07 04:37:23 +02:00
game_lost = false,
2019-10-07 01:46:26 +02:00
threat = 0,
2019-10-09 03:25:00 +02:00
simple_entity_shredding_count_modifier = 0.0003,
2019-10-10 21:33:54 +02:00
simple_entity_shredding_cost_modifier = 0.005, --threat cost for one health
nest_building_density = 64, --lower values = more dense building
2019-10-11 07:13:08 +02:00
nest_building_chance = 4, --high value = less chance
2019-10-10 07:24:49 +02:00
worm_building_density = 8, --lower values = more dense building
2019-10-10 21:33:54 +02:00
worm_building_chance = 2, --high value = less chance
2019-10-07 01:46:26 +02:00
}
end
2019-10-07 16:40:52 +02:00
local function on_init()
reset_wave_defense()
end
2019-10-07 01:46:26 +02:00
local event = require 'utils.event'
2019-10-07 04:37:23 +02:00
event.on_nth_tick(30, on_tick)
2019-10-08 17:41:15 +02:00
event.on_init(on_init)