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ComfyFactorio/modules/wave_defense/main.lua

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local Event = require 'utils.event'
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local BiterHealthBooster = require 'modules.biter_health_booster_v2'
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local Difficulty = require 'modules.difficulty_vote_by_amount'
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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 Public = {}
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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 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 _ = 1, v[1], 1 do
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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
local function valid(userdata)
if not (userdata and userdata.valid) then
return false
end
return true
end
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local function find_initial_spot(surface, position)
local spot = WD.get('spot')
if not spot then
local pos = surface.find_non_colliding_position('rocket-silo', position, 128, 1)
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if not pos then
pos = surface.find_non_colliding_position('rocket-silo', position, 148, 1)
end
if not pos then
pos = surface.find_non_colliding_position('rocket-silo', position, 164, 1)
end
if not pos then
pos = position
end
WD.set('spot', pos)
return pos
else
spot = WD.get('spot')
return spot
end
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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)
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end
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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
local function is_position_near(pos_to_check, check_against)
local function inside(pos)
return pos.x >= pos_to_check.x and pos.y >= pos_to_check.y and pos.x <= pos_to_check.x and pos.y <= pos_to_check.y
end
if inside(check_against) then
return true
end
return false
end
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local function remove_trees(entity)
if not valid(entity) then
return
end
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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)
if not valid(entity) then
return
end
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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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local function fill_tiles(entity, size)
if not valid(entity) then
return
end
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local surface = entity.surface
local radius = size or 10
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local pos = entity.position
local t = {
'water',
'water-green',
'water-mud',
'water-shallow',
'deepwater',
'deepwater-green'
}
local area = {{pos.x - radius, pos.y - radius}, {pos.x + radius, pos.y + radius}}
local tiles = surface.find_tiles_filtered {area = area, name = t}
if #tiles > 0 then
for _, tile in pairs(tiles) do
surface.set_tiles({{name = 'sand-1', position = tile.position}}, true)
end
end
debug_print('fill_tiles - filled tiles cause we found non-placable tiles.')
end
local function get_spawn_pos()
local surface_index = WD.get('surface_index')
local surface = game.surfaces[surface_index]
if not surface then
return debug_print('get_spawn_pos - surface was not valid?')
end
local c = 0
::retry::
local initial_position = WD.get('spawn_position')
local located_position = find_initial_spot(surface, initial_position)
local valid_position = surface.find_non_colliding_position('behemoth-biter', located_position, 32, 1)
local debug = WD.get('debug')
if debug then
if valid_position then
local x = valid_position.x
local y = valid_position.y
game.print('[gps=' .. x .. ',' .. y .. ',' .. surface.name .. ']')
end
end
if not valid_position then
local remove_entities = WD.get('remove_entities')
if remove_entities then
c = c + 1
valid_position = WD.get('spawn_position')
debug_print(serpent.block('valid_position - x:' .. valid_position.x .. ' y:' .. valid_position.y))
remove_trees({surface = surface, position = valid_position, valid = true})
remove_rocks({surface = surface, position = valid_position, valid = true})
fill_tiles({surface = surface, position = valid_position, valid = true})
WD.set('spot', 'nil')
if c == 5 then
return debug_print('get_spawn_pos - we could not find a spawning pos?')
end
goto retry
else
return debug_print('get_spawn_pos - we could not find a spawning pos?')
end
end
debug_print(serpent.block('valid_position - x:' .. valid_position.x .. ' y:' .. valid_position.y))
return valid_position
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end
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local function is_unit_valid(biter)
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local max_biter_age = WD.get('max_biter_age')
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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
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if biter.spawn_tick + max_biter_age < game.tick then
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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 active_biter_threat = WD.get('active_biter_threat')
local active_biters = WD.get('active_biters')
debug_print('refresh_active_unit_threat - current value ' .. active_biter_threat)
local biter_threat = 0
for k, biter in pairs(active_biters) do
if valid(biter.entity) then
biter_threat = biter_threat + threat_values[biter.entity.name]
else
active_biters[k] = nil
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end
end
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local biter_health_boost = BiterHealthBooster.get('biter_health_boost')
WD.set('active_biter_threat', math_round(biter_threat * biter_health_boost, 2))
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debug_print('refresh_active_unit_threat - new value ' .. active_biter_threat)
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end
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local function time_out_biters()
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local active_biters = WD.get('active_biters')
local active_biter_count = WD.get('active_biter_count')
local active_biter_threat = WD.get('active_biter_threat')
if active_biter_count >= 100 and #active_biters <= 10 then
WD.set('active_biter_count', 50)
end
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local biter_health_boost = BiterHealthBooster.get('biter_health_boost')
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for k, biter in pairs(active_biters) do
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if not is_unit_valid(biter) then
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WD.set('active_biter_count', active_biter_count - 1)
if biter.entity then
if biter.entity.valid then
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WD.set('active_biter_threat', active_biter_threat - math_round(threat_values[biter.entity.name] * biter_health_boost, 2))
if biter.entity.force.index == 2 then
biter.entity.destroy()
end
debug_print('time_out_biters: ' .. k .. ' got deleted.')
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end
end
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active_biters[k] = nil
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end
end
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end
local function get_random_close_spawner()
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local nests = WD.get('nests')
local target = WD.get('target')
local get_random_close_spawner_attempts = WD.get('get_random_close_spawner_attempts')
local center = target.position
local spawner
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local retries = 0
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for i = 1, get_random_close_spawner_attempts, 1 do
::retry::
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if #nests < 1 then
return false
end
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local k = math_random(1, #nests)
local spawner_2 = nests[k]
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if not spawner_2 or not spawner_2.valid then
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nests[k] = nil
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retries = retries + 1
if retries == 5 then
break
end
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 then
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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()
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local characters = {}
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local surface_index = WD.get('surface_index')
local p = game.connected_players
for _, player in pairs(p) do
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if player.character then
if player.character.valid then
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if player.character.surface.index == surface_index then
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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 target = WD.get('target')
if target then
if target.valid then
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return
end
end
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local sec_target = SideTargets.get_side_target()
if not sec_target then
sec_target = get_random_character()
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end
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if not sec_target then
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return
end
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WD.set('target', sec_target)
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debug_print('set_main_target -- New main target ' .. sec_target.name .. ' at position x' .. sec_target.position.x .. ' y' .. sec_target.position.y .. ' selected.')
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end
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local function set_group_spawn_position(surface)
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, 128, 1)
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if not position then
return
end
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WD.set('spawn_position', {x = position.x, y = position.y})
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local spawn_position = get_spawn_pos()
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debug_print('set_group_spawn_position -- Changed position to x' .. spawn_position.x .. ' y' .. spawn_position.y .. '.')
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end
local function set_enemy_evolution()
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local wave_number = WD.get('wave_number')
local biter_health_boost = WD.get('biter_health_boost')
local threat = WD.get('threat')
local evolution_factor = wave_number * 0.001
local biter_h_boost = 1
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local enemy = game.forces.enemy
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if evolution_factor > 1 then
evolution_factor = 1
end
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if biter_health_boost then
biter_h_boost = math_round(biter_health_boost + (threat - 5000) * 0.000044, 3)
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else
biter_h_boost = math_round(biter_h_boost + (threat - 5000) * 0.000044, 3)
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end
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if biter_h_boost <= 1 then
biter_h_boost = 1
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end
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BiterHealthBooster.set('biter_health_boost', biter_h_boost)
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if enemy.evolution_factor == 1 and evolution_factor == 1 then
return
end
enemy.evolution_factor = evolution_factor
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end
local function can_units_spawn()
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local threat = WD.get('threat')
if threat <= 0 then
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debug_print('can_units_spawn - threat too low')
time_out_biters()
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return false
end
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local active_biter_count = WD.get('active_biter_count')
local max_active_biters = WD.get('max_active_biters')
if active_biter_count >= max_active_biters then
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debug_print('can_units_spawn - active biter count too high')
time_out_biters()
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return false
end
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local active_biter_threat = WD.get('active_biter_threat')
if active_biter_threat >= threat then
debug_print('can_units_spawn - active biter threat too high (' .. active_biter_threat .. ')')
time_out_biters()
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return false
end
return true
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end
local function get_active_unit_groups_count()
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local unit_groups = WD.get('unit_groups')
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local count = 0
for k, g in pairs(unit_groups) do
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if g.valid then
if #g.members > 0 then
count = count + 1
else
g.destroy()
end
else
unit_groups[k] = nil
local unit_group_last_command = WD.get('unit_group_last_command')
if unit_group_last_command[k] then
unit_group_last_command[k] = nil
end
local unit_group_pos = WD.get('unit_group_pos')
local positions = unit_group_pos.positions
if positions[k] then
positions[k] = nil
end
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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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if not is_boss_biter then
if not can_units_spawn() then
return
end
end
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local boosted_health = BiterHealthBooster.get('biter_health_boost')
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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
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local position = get_spawn_pos()
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local biter = surface.create_entity({name = name, position = position, force = 'enemy'})
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biter.ai_settings.allow_destroy_when_commands_fail = true
biter.ai_settings.allow_try_return_to_spawner = true
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biter.ai_settings.do_separation = true
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local increase_health_per_wave = WD.get('increase_health_per_wave')
if increase_health_per_wave and not is_boss_biter then
local modified_unit_health = WD.get('modified_unit_health')
BiterHealthBooster.add_unit(biter, modified_unit_health.current_value)
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end
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if is_boss_biter then
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local increase_boss_health_per_wave = WD.get('increase_boss_health_per_wave')
if increase_boss_health_per_wave then
local modified_boss_unit_health = WD.get('modified_boss_unit_health')
BiterHealthBooster.add_boss_unit(biter, modified_boss_unit_health, 0.55)
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else
local sum = boosted_health * 5
debug_print('Boss Health Boosted: ' .. sum)
BiterHealthBooster.add_boss_unit(biter, sum, 0.55)
end
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end
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WD.set('active_biters')[biter.unit_number] = {entity = biter, spawn_tick = game.tick}
local active_biter_count = WD.get('active_biter_count')
WD.set('active_biter_count', active_biter_count + 1)
local active_biter_threat = WD.get('active_biter_threat')
WD.set('active_biter_threat', active_biter_threat + math_round(threat_values[name] * boosted_health, 2))
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return biter
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end
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local function increase_biter_damage()
local increase_damage_per_wave = WD.get('increase_damage_per_wave')
if not increase_damage_per_wave then
return
end
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local e = game.forces.enemy
local new = Difficulty.get().difficulty_vote_value * 0.04
local melee = new
local bio = new - 0.02
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local e_old_melee = e.get_ammo_damage_modifier('melee')
local e_old_biological = e.get_ammo_damage_modifier('biological')
debug_print('Melee: ' .. melee + e_old_melee)
debug_print('Biological: ' .. bio + e_old_biological)
e.set_ammo_damage_modifier('melee', melee + e_old_melee)
e.set_ammo_damage_modifier('biological', bio + e_old_biological)
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end
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local function increase_biters_health()
local increase_health_per_wave = WD.get('increase_health_per_wave')
if not increase_health_per_wave then
return
end
local boosted_health = BiterHealthBooster.get('biter_health_boost')
local wave_number = WD.get('wave_number')
-- this sets normal units health
local modified_unit_health = WD.get('modified_unit_health')
if modified_unit_health.current_value > modified_unit_health.limit_value then
modified_unit_health.current_value = modified_unit_health.limit_value
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end
debug_print('[HEALTHBOOSTER] > Normal Units Health Boosted: ' .. modified_unit_health.current_value)
WD.set('modified_unit_health').current_value = modified_unit_health.current_value + modified_unit_health.health_increase_per_boss_wave
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-- this sets boss units health
if boosted_health == 1 then
boosted_health = 1.25
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end
boosted_health = boosted_health * (wave_number * 0.04)
local sum = boosted_health * 5
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debug_print('[HEALTHBOOSTER] > Boss Health Boosted: ' .. sum)
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if sum >= 300 then
sum = 300
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end
WD.set('modified_boss_unit_health', sum)
end
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local function set_next_wave()
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local wave_number = WD.get('wave_number')
WD.set('wave_number', wave_number + 1)
wave_number = WD.get('wave_number')
local threat_gain_multiplier = WD.get('threat_gain_multiplier')
local threat_gain = wave_number * threat_gain_multiplier
if wave_number > 1000 then
threat_gain = threat_gain * (wave_number * 0.001)
end
if wave_number % 25 == 0 then
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increase_biter_damage()
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increase_biters_health()
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WD.set('boss_wave', true)
WD.set('boss_wave_warning', true)
local alert_boss_wave = WD.get('alert_boss_wave')
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local spawn_position = get_spawn_pos()
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if alert_boss_wave then
local msg = 'Boss Wave: ' .. wave_number
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local pos = {
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position = spawn_position
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}
Alert.alert_all_players_location(pos, msg, {r = 0.8, g = 0.1, b = 0.1})
end
threat_gain = threat_gain * 2
else
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local boss_wave_warning = WD.get('boss_wave_warning')
if boss_wave_warning then
WD.set('boss_wave_warning', false)
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end
end
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local threat = WD.get('threat')
WD.set('threat', threat + math_floor(threat_gain))
local wave_enforced = WD.get('wave_enforced')
local next_wave = WD.get('next_wave')
local wave_interval = WD.get('wave_interval')
if not wave_enforced then
WD.set('last_wave', next_wave)
WD.set('next_wave', game.tick + wave_interval)
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end
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local clear_corpses = WD.get('clear_corpses')
if clear_corpses then
local surface_index = WD.get('surface_index')
local surface = game.surfaces[surface_index]
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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 unit_group_command_step_length = WD.get('unit_group_command_step_length')
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local group_position = {x = group.position.x, y = group.position.y}
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local step_length = unit_group_command_step_length
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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.')
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local unit_groups = WD.get('unit_groups')
unit_groups[new_group.group_number] = new_group
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return new_group
else
debug_print('Destroying stuck group.')
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local unit_groups = WD.get('unit_groups')
if unit_groups[group.group_number] then
local unit_group_last_command = WD.get('unit_group_last_command')
if unit_group_last_command[group.group_number] then
unit_group_last_command[group.group_number] = nil
end
local unit_group_pos = WD.get('unit_group_pos')
local positions = unit_group_pos.positions
if positions[group.group_number] then
positions[group.group_number] = nil
end
table.remove(unit_groups, group.group_number)
end
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group.destroy()
end
return nil
end
local function get_side_targets(group)
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local unit_group_command_step_length = WD.get('unit_group_command_step_length')
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local commands = {}
local group_position = {x = group.position.x, y = group.position.y}
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local step_length = unit_group_command_step_length
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local side_target = SideTargets.get_side_target()
local target_position = side_target.position
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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
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for i = 1, steps, 1 do
local old_position = group_position
local obstacles =
group.surface.find_entities_filtered {
position = old_position,
radius = step_length * 2,
type = {'simple-entity', 'tree'},
limit = 100
}
if obstacles then
for v = 1, #obstacles, 1 do
if obstacles[v].valid then
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commands[#commands + 1] = {
type = defines.command.attack,
destination = obstacles[v].position,
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distraction = defines.distraction.by_anything
}
end
end
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end
commands[#commands + 1] = {
type = defines.command.attack,
target = side_target,
distraction = defines.distraction.by_anything
}
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end
return commands
end
local function get_main_command(group)
local unit_group_command_step_length = WD.get('unit_group_command_step_length')
local commands = {}
local group_position = {x = group.position.x, y = group.position.y}
local step_length = unit_group_command_step_length
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local target = WD.get('target')
if not valid(target) then
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return
end
debug_print('get_main_command - starting')
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local target_position = target.position
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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)
}
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])
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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]
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local obstacles =
group.surface.find_entities_filtered {
position = old_position,
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radius = step_length / 2,
type = {'simple-entity', 'tree'},
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limit = 50
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}
if obstacles then
shuffle_distance(obstacles, old_position)
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for ii = 1, #obstacles, 1 do
if obstacles[ii].valid then
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commands[#commands + 1] = {
type = defines.command.attack,
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target = obstacles[ii],
distraction = defines.distraction.by_anything
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}
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,
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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_anything
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}
commands[#commands + 1] = {
type = defines.command.attack,
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target = target,
distraction = defines.distraction.by_anything
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}
return commands
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end
local function command_to_main_target(group, bypass)
if not valid(group) then
return
end
local unit_group_last_command = WD.get('unit_group_last_command')
local unit_group_command_delay = WD.get('unit_group_command_delay')
if not bypass then
if not unit_group_last_command[group.group_number] then
unit_group_last_command[group.group_number] = game.tick - (unit_group_command_delay + 1)
end
if unit_group_last_command[group.group_number] then
if unit_group_last_command[group.group_number] + unit_group_command_delay > game.tick then
return
end
end
end
local fill_tiles_so_biter_can_path = WD.get('fill_tiles_so_biter_can_path')
if fill_tiles_so_biter_can_path then
fill_tiles(group, 10)
end
local tile = group.surface.get_tile(group.position)
if tile.valid and tile.collides_with('player-layer') then
group = reform_group(group)
end
if not valid(group) then
return
end
local commands = get_main_command(group)
debug_print('get_main_command - got commands')
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local surface_index = WD.get('surface_index')
if group.surface.index ~= surface_index then
return
end
group.set_command(
{
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = commands
}
)
debug_print('get_main_command - sent commands')
if valid(group) then
unit_group_last_command[group.group_number] = game.tick
end
end
local function command_to_side_target(group)
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local unit_group_last_command = WD.get('unit_group_last_command')
local unit_group_command_delay = WD.get('unit_group_command_delay')
if not unit_group_last_command[group.group_number] then
unit_group_last_command[group.group_number] = game.tick - (unit_group_command_delay + 1)
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end
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if unit_group_last_command[group.group_number] then
if unit_group_last_command[group.group_number] + unit_group_command_delay > game.tick then
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return
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
local commands = get_side_targets(group)
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group.set_command(
{
type = defines.command.compound,
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structure_type = defines.compound_command.return_last,
commands = commands
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}
)
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unit_group_last_command[group.group_number] = game.tick
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end
local function give_side_commands_to_group()
local enable_side_target = WD.get('enable_side_target')
if not enable_side_target then
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return
end
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local target = WD.get('target')
if not valid(target) then
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return
end
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local unit_groups = WD.get('unit_groups')
for k, group in pairs(unit_groups) do
if type(group) ~= 'number' then
if group.valid then
command_to_side_target(group)
else
get_active_unit_groups_count()
end
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end
end
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end
local function give_main_command_to_group()
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local target = WD.get('target')
if not valid(target) then
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return
end
local unit_groups = WD.get('unit_groups')
for k, group in pairs(unit_groups) do
if type(group) ~= 'number' then
if group.valid then
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if group.surface.index == target.surface.index then
command_to_main_target(group)
end
else
get_active_unit_groups_count()
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end
end
end
end
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local function spawn_unit_group()
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if not can_units_spawn() then
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debug_print('spawn_unit_group - Cant spawn units?')
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return
end
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local target = WD.get('target')
if not valid(target) then
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debug_print('spawn_unit_group - Target was not valid?')
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return
end
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local max_active_unit_groups = WD.get('max_active_unit_groups')
if get_active_unit_groups_count() >= max_active_unit_groups then
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debug_print('spawn_unit_group - unit_groups at max')
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return
end
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local surface_index = WD.get('surface_index')
local remove_entities = WD.get('remove_entities')
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local surface = game.surfaces[surface_index]
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set_group_spawn_position(surface)
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local spawn_position = get_spawn_pos()
if not spawn_position then
return
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end
local radius = 10
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local area = {
left_top = {spawn_position.x - radius, spawn_position.y - radius},
right_bottom = {spawn_position.x + radius, spawn_position.y + radius}
}
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for k, v in pairs(surface.find_entities_filtered {area = area, name = 'land-mine'}) do
if v and v.valid then
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debug_print('spawn_unit_group - found land-mines')
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v.die()
end
end
if remove_entities then
remove_trees({surface = surface, position = spawn_position, valid = true})
remove_rocks({surface = surface, position = spawn_position, valid = true})
fill_tiles({surface = surface, position = spawn_position, valid = true})
end
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local wave_number = WD.get('wave_number')
BiterRolls.wave_defense_set_unit_raffle(wave_number)
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debug_print('Spawning unit group at x' .. spawn_position.x .. ' y' .. spawn_position.y)
local position = spawn_position
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local unit_group_pos = WD.get('unit_group_pos')
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local unit_group = surface.create_unit_group({position = position, force = 'enemy'})
unit_group_pos.positions[unit_group.group_number] = {position = unit_group.position, index = 0}
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local average_unit_group_size = WD.get('average_unit_group_size')
local group_size = math_floor(average_unit_group_size * group_size_modifier_raffle[math_random(1, group_size_modifier_raffle_size)])
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for _ = 1, group_size, 1 do
local biter = spawn_biter(surface)
if not biter then
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debug_print('spawn_unit_group - No biters were found?')
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break
end
unit_group.add_member(biter)
-- command_to_side_target(unit_group)
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end
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local boss_wave = WD.get('boss_wave')
if boss_wave then
local count = math_random(1, math_floor(wave_number * 0.01) + 2)
if count > 16 then
count = 16
end
if count <= 1 then
count = 4
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end
for _ = 1, count, 1 do
local biter = spawn_biter(surface, true)
if not biter then
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debug_print('spawn_unit_group - No biters were found?')
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break
end
unit_group.add_member(biter)
end
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WD.set('boss_wave', false)
end
local unit_groups = WD.get('unit_groups')
unit_groups[unit_group.group_number] = unit_group
if math_random(1, 2) == 1 then
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WD.set('random_group', unit_group.group_number)
end
WD.set('spot', 'nil')
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return true
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end
local function check_group_positions()
local unit_groups = WD.get('unit_groups')
local unit_group_pos = WD.get('unit_group_pos')
local target = WD.get('target')
if not valid(target) then
return
end
for k, group in pairs(unit_groups) do
if group.valid then
local ugp = unit_group_pos.positions
if group.state == defines.group_state.finished then
return command_to_main_target(group, true)
end
if ugp[group.group_number] then
local success = is_position_near(group.position, ugp[group.group_number].position)
if success then
ugp[group.group_number].index = ugp[group.group_number].index + 1
if ugp[group.group_number].index >= 2 then
command_to_main_target(group, true)
fill_tiles(group, 30)
remove_rocks(group)
remove_trees(group)
if ugp[group.group_number].index >= 4 then
unit_group_pos.positions[group.group_number] = nil
reform_group(group)
end
end
end
end
end
end
end
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local function log_threat()
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local threat_log_index = WD.get('threat_log_index')
WD.set('threat_log_index', threat_log_index + 1)
local threat_log = WD.get('threat_log')
local threat = WD.get('threat')
threat_log_index = WD.get('threat_log_index')
threat_log[threat_log_index] = threat
if threat_log_index > 900 then
threat_log[threat_log_index - 901] = nil
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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_main_command_to_group,
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[150] = ThreatEvent.build_nest,
[180] = ThreatEvent.build_worm,
[1200] = give_side_commands_to_group,
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[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 tick = game.tick
local game_lost = WD.get('game_lost')
if game_lost then
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return
end
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local next_wave = WD.get('next_wave')
if tick > next_wave then
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set_next_wave()
end
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local t = tick % 300
local t2 = tick % 18000
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if tick_tasks[t] then
tick_tasks[t]()
end
if tick_tasks[t2] then
tick_tasks[t2]()
end
local resolve_pathing = WD.get('resolve_pathing')
if resolve_pathing then
if tick % 60 == 0 then
check_group_positions()
end
end
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local enable_threat_log = WD.get('enable_threat_log')
if enable_threat_log then
if tick % 60 == 0 then
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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