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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/modules/wave_defense/main.lua

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local BiterHealthBooster = require 'modules.biter_health_booster'
local BiterRolls = require 'modules.wave_defense.biter_rolls'
local SideTargets = require 'modules.wave_defense.side_targets'
local ThreatEvent = require 'modules.wave_defense.threat_events'
local update_gui = require 'modules.wave_defense.gui'
local threat_values = require 'modules.wave_defense.threat_values'
local WD = require 'modules.wave_defense.table'
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local Alert = require 'utils.alert'
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local math_random = math.random
local math_floor = math.floor
local table_insert = table.insert
local math_sqrt = math.sqrt
local math_round = math.round
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local Event = require 'utils.event'
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local Public = {}
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local group_size_modifier_raffle = {}
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local group_size_chances = {
{4, 0.4},
{5, 0.5},
{6, 0.6},
{7, 0.7},
{8, 0.8},
{9, 0.9},
{10, 1},
{9, 1.1},
{8, 1.2},
{7, 1.3},
{6, 1.4},
{5, 1.5},
{4, 1.6},
{3, 1.7},
{2, 1.8}
}
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for _, v in pairs(group_size_chances) do
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for c = 1, v[1], 1 do
table_insert(group_size_modifier_raffle, v[2])
end
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end
local group_size_modifier_raffle_size = #group_size_modifier_raffle
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local function debug_print(msg)
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local debug = WD.get('debug')
if not debug then
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return
end
print('WaveDefense: ' .. msg)
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end
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local function is_closer(pos1, pos2, pos)
return ((pos1.x - pos.x) ^ 2 + (pos1.y - pos.y) ^ 2) < ((pos2.x - pos.x) ^ 2 + (pos2.y - pos.y) ^ 2)
end
local function shuffle_distance(tbl, position)
local size = #tbl
for i = size, 1, -1 do
local rand = math_random(size)
if is_closer(tbl[i].position, tbl[rand].position, position) and i > rand then
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
end
return tbl
end
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local function remove_trees(entity)
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local surface = entity.surface
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local radius = 10
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local pos = entity.position
local area = {{pos.x - radius, pos.y - radius}, {pos.x + radius, pos.y + radius}}
local trees = surface.find_entities_filtered {area = area, type = 'tree'}
if #trees > 0 then
for i, tree in pairs(trees) do
if tree and tree.valid then
tree.destroy()
end
end
end
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end
local function remove_rocks(entity)
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local surface = entity.surface
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local radius = 10
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local pos = entity.position
local area = {{pos.x - radius, pos.y - radius}, {pos.x + radius, pos.y + radius}}
local rocks = surface.find_entities_filtered {area = area, type = 'simple-entity'}
if #rocks > 0 then
for i, rock in pairs(rocks) do
if rock and rock.valid then
rock.destroy()
end
end
end
end
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--[[
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local function create_tiles(entity)
local collapse
local check_collapse_position = WD.get('check_collapse_position')
if check_collapse_position and package.loaded['modules.collapse'] then
collapse = require 'modules.collapse'.get_position()
end
local function get_replacement_tile(surface, position)
for i = 1, 128, 1 do
local vectors = {{0, i}, {0, i * -1}, {i, 0}, {i * -1, 0}}
table.shuffle_table(vectors)
for k, v in pairs(vectors) do
local tile = surface.get_tile(position.x + v[1], position.y + v[2])
if not tile.collides_with('resource-layer') then
return tile.name
end
end
end
return 'grass-1'
end
local surface = entity.surface
local radius = 5
local pos = entity.position
local area = {{pos.x - radius, pos.y - radius}, {pos.x + radius, pos.y + radius}}
local tile = surface.find_tiles_filtered {area = area, name = 'out-of-map'}
if #tile > 0 then
for i, t in pairs(tile) do
if t and t.valid then
if check_collapse_position and collapse then
if t.position.y <= collapse.y then
if t.position.x <= collapse.x then
surface.set_tiles(
{{name = get_replacement_tile(surface, t.position), position = t.position}},
true
)
end
end
else
surface.set_tiles({{name = get_replacement_tile(surface, t.position), position = t.position}}, true)
end
end
end
end
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end ]]
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local function is_unit_valid(biter)
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local this = WD.get()
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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 + this.max_biter_age < game.tick then
debug_print('is_unit_valid - unit destroyed - timed out')
return false
end
return true
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end
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local function refresh_active_unit_threat()
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local this = WD.get()
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debug_print('refresh_active_unit_threat - current value ' .. this.active_biter_threat)
local active_biter_threat = 0
for k, biter in pairs(this.active_biters) do
if biter.entity then
if biter.entity.valid then
active_biter_threat = active_biter_threat + threat_values[biter.entity.name]
end
end
end
this.active_biter_threat = math_round(active_biter_threat * global.biter_health_boost, 2)
debug_print('refresh_active_unit_threat - new value ' .. this.active_biter_threat)
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end
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local function time_out_biters()
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local this = WD.get()
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for k, biter in pairs(this.active_biters) do
if not is_unit_valid(biter) then
this.active_biter_count = this.active_biter_count - 1
if biter.entity then
if biter.entity.valid then
this.active_biter_threat =
this.active_biter_threat -
math_round(threat_values[biter.entity.name] * global.biter_health_boost, 2)
if biter.entity.force.index == 2 then
biter.entity.destroy()
end
end
end
this.active_biters[k] = nil
end
end
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end
local function get_random_close_spawner()
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local this = WD.get()
local spawners = this.nests
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local center = this.target.position
local spawner
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for i = 1, this.get_random_close_spawner_attempts, 1 do
::retry::
if #spawners < 1 then
return false
end
local k = math_random(1, #spawners)
local spawner_2 = spawners[k]
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if not spawner_2 or not spawner_2.valid then
this.nests[k] = nil
goto retry
end
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if
not spawner or
(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
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then
spawner = spawner_2
end
end
debug_print('get_random_close_spawner - Found at x' .. spawner.position.x .. ' y' .. spawner.position.y)
return spawner
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end
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local function get_random_character(this)
local characters = {}
local p = game.connected_players
for _, player in pairs(p) do
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if player.character then
if player.character.valid then
if player.character.surface.index == this.surface_index then
characters[#characters + 1] = player.character
end
end
end
end
if not characters[1] then
return
end
return characters[math_random(1, #characters)]
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end
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local function set_main_target()
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local this = WD.get()
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if this.target then
if this.target.valid then
return
end
end
local target = SideTargets.get_side_target()
if not target then
target = get_random_character(this)
end
if not target then
return
end
this.target = target
debug_print(
'set_main_target -- New main target ' ..
target.name .. ' at position x' .. target.position.x .. ' y' .. target.position.y .. ' selected.'
)
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end
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local function set_group_spawn_position(surface)
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local this = WD.get()
local spawner = get_random_close_spawner()
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if not spawner then
return
end
local position = surface.find_non_colliding_position('behemoth-biter', spawner.position, 64, 1)
if not position then
return
end
this.spawn_position = {x = position.x, y = position.y}
debug_print(
'set_group_spawn_position -- Changed position to x' ..
this.spawn_position.x .. ' y' .. this.spawn_position.y .. '.'
)
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end
local function set_enemy_evolution()
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local this = WD.get()
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local evolution_factor = this.wave_number * 0.001
local biter_health_boost = 1
--local damage_increase = 0
if evolution_factor > 1 then
--damage_increase = damage_increase + (evolution_factor - 1)
--biter_health_boost = biter_health_boost + (evolution_factor - 1) * 2
evolution_factor = 1
end
if this.threat > 50000 then
biter_health_boost = math_round(biter_health_boost + (this.threat - 50000) * 0.000033, 3)
--damage_increase = math_round(damage_increase + this.threat * 0.0000025, 3)
end
global.biter_health_boost = biter_health_boost
--game.forces.enemy.set_ammo_damage_modifier("melee", damage_increase)
--game.forces.enemy.set_ammo_damage_modifier("biological", damage_increase)
game.forces.enemy.evolution_factor = evolution_factor
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end
local function can_units_spawn()
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local this = WD.get()
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if this.threat <= 0 then
debug_print('can_units_spawn - threat too low')
return false
end
if this.active_biter_count >= this.max_active_biters then
debug_print('can_units_spawn - active biter count too high')
return false
end
if this.active_biter_threat >= this.threat then
debug_print('can_units_spawn - active biter threat too high (' .. this.active_biter_threat .. ')')
return false
end
return true
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end
local function get_active_unit_groups_count()
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local this = WD.get()
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local count = 0
for _, g in pairs(this.unit_groups) do
if g.valid then
if #g.members > 0 then
count = count + 1
else
g.destroy()
end
end
end
debug_print('Active unit group count: ' .. count)
return count
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end
local function spawn_biter(surface, is_boss_biter)
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local this = WD.get()
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if not is_boss_biter then
if not can_units_spawn() then
return
end
end
local name
if math_random(1, 100) > 73 then
name = BiterRolls.wave_defense_roll_spitter_name()
else
name = BiterRolls.wave_defense_roll_biter_name()
end
local position = this.spawn_position
local biter = surface.create_entity({name = name, position = position, force = 'enemy'})
biter.ai_settings.allow_destroy_when_commands_fail = true
biter.ai_settings.allow_try_return_to_spawner = false
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biter.ai_settings.do_separation = true
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if this.remove_entities then
remove_trees(biter)
remove_rocks(biter)
end
if is_boss_biter then
BiterHealthBooster.add_boss_unit(biter, global.biter_health_boost * 5, 0.35)
end
this.active_biters[biter.unit_number] = {entity = biter, spawn_tick = game.tick}
this.active_biter_count = this.active_biter_count + 1
this.active_biter_threat = this.active_biter_threat + math_round(threat_values[name] * global.biter_health_boost, 2)
return biter
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end
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local function set_next_wave()
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local this = WD.get()
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this.wave_number = this.wave_number + 1
local threat_gain = this.wave_number * this.threat_gain_multiplier
if this.wave_number > 1000 then
threat_gain = threat_gain * (this.wave_number * 0.001)
end
if this.wave_number % 25 == 0 then
this.boss_wave = true
this.boss_wave_warning = true
if this.alert_boss_wave then
local msg = 'Boss Wave: ' .. this.wave_number
local pos = {
position = this.spawn_position
}
Alert.alert_all_players_location(pos, msg, {r = 0.8, g = 0.1, b = 0.1})
end
threat_gain = threat_gain * 2
else
if this.boss_wave_warning then
this.boss_wave_warning = false
end
end
this.threat = this.threat + math_floor(threat_gain)
this.last_wave = this.next_wave
this.next_wave = game.tick + this.wave_interval
if this.clear_corpses then
local surface = game.surfaces[this.surface_index]
for _, entity in pairs(surface.find_entities_filtered {type = 'corpse'}) do
if math_random(1, 2) == 1 then
entity.destroy()
end
end
end
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end
local function reform_group(group)
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local this = WD.get()
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local group_position = {x = group.position.x, y = group.position.y}
local step_length = this.unit_group_command_step_length
local position = group.surface.find_non_colliding_position('biter-spawner', group_position, step_length, 4)
if position then
local new_group = group.surface.create_unit_group {position = position, force = group.force}
for key, biter in pairs(group.members) do
new_group.add_member(biter)
end
debug_print('Creating new unit group, because old one was stuck.')
this.unit_groups[new_group.group_number] = new_group
this.index = this.index + 1
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return new_group
else
debug_print('Destroying stuck group.')
if this.unit_groups[group.group_number] then
table.remove(this.unit_groups, group.group_number)
this.index = this.index - 1
if this.index <= 0 then
this.index = 0
end
end
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group.destroy()
end
return nil
end
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local function get_commmands(group)
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local this = WD.get()
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local commands = {}
local group_position = {x = group.position.x, y = group.position.y}
local step_length = this.unit_group_command_step_length
if math_random(1, 2) == 1 then
local side_target = SideTargets.get_side_target()
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 this.debug then
debug_print(
'get_commmands - to side_target x' .. side_target.position.x .. ' y' .. side_target.position.y
)
debug_print('get_commmands - distance_to_target:' .. distance_to_target .. ' steps:' .. steps)
debug_print('get_commmands - vector ' .. vector[1] .. '_' .. vector[2])
end
commands[#commands + 1] = {
type = defines.command.attack,
target = side_target,
distraction = defines.distraction.by_enemy
}
end
end
local target_position = this.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 this.debug then
debug_print('get_commmands - to main target x' .. target_position.x .. ' y' .. target_position.y)
debug_print('get_commmands - distance_to_target:' .. distance_to_target .. ' steps:' .. steps)
debug_print('get_commmands - vector ' .. vector[1] .. '_' .. vector[2])
end
for i = 1, steps, 1 do
local old_position = group_position
group_position.x = group_position.x + vector[1]
group_position.y = group_position.y + vector[2]
local obstacles =
group.surface.find_entities_filtered {
position = old_position,
radius = step_length / 2,
type = {'simple-entity', 'tree'},
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limit = 50
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}
if obstacles then
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shuffle_distance(obstacles, old_position)
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for i = 1, #obstacles, 1 do
if obstacles[i].valid then
commands[#commands + 1] = {
type = defines.command.attack,
target = obstacles[i],
distraction = defines.distraction.by_enemy
}
end
end
end
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local position = group.surface.find_non_colliding_position('behemoth-biter', group_position, step_length, 1)
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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
}
end
end
commands[#commands + 1] = {
type = defines.command.attack_area,
destination = {x = target_position.x, y = target_position.y},
radius = 8,
distraction = defines.distraction.by_enemy
}
commands[#commands + 1] = {
type = defines.command.attack,
target = this.target,
distraction = defines.distraction.by_enemy
}
return commands
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end
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local function command_unit_group(group)
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local this = WD.get()
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if not this.unit_group_last_command[group.group_number] then
this.unit_group_last_command[group.group_number] = game.tick - (this.unit_group_command_delay + 1)
end
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if this.unit_group_last_command[group.group_number] then
if this.unit_group_last_command[group.group_number] + this.unit_group_command_delay > game.tick then
return
else
this.unit_group_last_command[group.group_number] = game.tick
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end
end
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local tile = group.surface.get_tile(group.position)
if tile.valid and tile.collides_with('player-layer') then
group = reform_group(group)
end
group.set_command(
{
type = defines.command.compound,
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structure_type = defines.compound_command.return_last,
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commands = get_commmands(group)
}
)
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end
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local function give_commands_to_unit_groups()
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local this = WD.get()
if this.index == 0 then
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return
end
if not this.target then
return
end
if not this.target.valid then
return
end
for k, group in pairs(this.unit_groups) do
if not group.valid then
this.unit_groups[k] = nil
this.index = this.index - 1
if this.index <= 0 then
this.index = 0
end
if this.unit_group_last_command[k] then
this.unit_group_last_command[k] = nil
end
end
if type(group) ~= 'number' then
if group.valid then
command_unit_group(group, this)
end
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end
end
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end
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local function spawn_unit_group()
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local this = WD.get()
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if not can_units_spawn() then
return
end
if not this.target then
return
end
if not this.target.valid then
return
end
if get_active_unit_groups_count() >= this.max_active_unit_groups then
return
end
local surface = game.surfaces[this.surface_index]
set_group_spawn_position(surface)
local pos = this.spawn_position
if not surface.can_place_entity({name = 'behemoth-biter', position = pos}) then
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return
end
local radius = 10
local area = {left_top = {pos.x - radius, pos.y - radius}, right_bottom = {pos.x + radius, pos.y + radius}}
for k, v in pairs(surface.find_entities_filtered {area = area, name = 'land-mine'}) do
if v and v.valid then
v.die()
end
end
BiterRolls.wave_defense_set_unit_raffle(this.wave_number)
debug_print('Spawning unit group at x' .. this.spawn_position.x .. ' y' .. this.spawn_position.y)
local position = this.spawn_position
local unit_group = surface.create_unit_group({position = position, force = 'enemy'})
local group_size =
math_floor(
this.average_unit_group_size * group_size_modifier_raffle[math_random(1, group_size_modifier_raffle_size)]
)
for _ = 1, group_size, 1 do
local biter = spawn_biter(surface)
if not biter then
break
end
unit_group.add_member(biter)
end
if this.boss_wave then
local count = math_random(1, math_floor(this.wave_number * 0.01) + 2)
if count > 8 then
count = 8
end
for _ = 1, count, 1 do
local biter = spawn_biter(surface, true)
if not biter then
break
end
unit_group.add_member(biter)
end
this.boss_wave = false
end
this.unit_groups[unit_group.group_number] = unit_group
if math_random(1, 2) == 1 then
this.random_group = unit_group.group_number
end
this.index = this.index + 1
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return true
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end
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local function log_threat()
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local this = WD.get()
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this.threat_log_index = this.threat_log_index + 1
this.threat_log[this.threat_log_index] = this.threat
if this.threat_log_index > 900 then
this.threat_log[this.threat_log_index - 901] = nil
end
end
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local tick_tasks = {
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[30] = set_main_target,
[60] = set_enemy_evolution,
[90] = spawn_unit_group,
[120] = give_commands_to_unit_groups,
[150] = ThreatEvent.build_nest,
[180] = ThreatEvent.build_worm,
[3600] = time_out_biters,
[7200] = refresh_active_unit_threat
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}
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local function on_tick()
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local this = WD.get()
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if this.game_lost then
return
end
if game.tick > this.next_wave then
set_next_wave()
end
local t = game.tick % 300
local t2 = game.tick % 18000
if tick_tasks[t] then
tick_tasks[t]()
end
if tick_tasks[t2] then
tick_tasks[t2]()
end
if this.enable_threat_log then
if game.tick % 60 == 0 then
log_threat()
end
end
local players = game.connected_players
for _, player in pairs(players) do
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update_gui(player)
end
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end
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Event.on_nth_tick(30, on_tick)
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return Public