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ComfyFactorio/modules/wave_defense/main.lua

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require "modules.biter_health_booster"
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local BiterRolls = require "modules.wave_defense.biter_rolls"
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local SideTargets = require "modules.wave_defense.side_targets"
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local ThreatEvent = require "modules.wave_defense.threat_events"
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local update_gui = require "modules.wave_defense.gui"
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local threat_values = require "modules.wave_defense.threat_values"
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local WD = require "modules.wave_defense.table"
local event = require 'utils.event'
local Public = {}
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local function debug_print(msg)
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local wave_defense_table = WD.get_table()
if not wave_defense_table.debug then return end
print("WaveDefense: " .. msg)
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end
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local function is_unit_valid(biter)
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local wave_defense_table = WD.get_table()
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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 + wave_defense_table.max_biter_age < game.tick then debug_print("is_unit_valid - unit destroyed - timed out") return false end
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return true
end
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local function refresh_active_unit_threat()
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local wave_defense_table = WD.get_table()
debug_print("refresh_active_unit_threat - current value " .. wave_defense_table.active_biter_threat)
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local active_biter_threat = 0
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for k, biter in pairs(wave_defense_table.active_biters) do
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if biter.entity then
if biter.entity.valid then
active_biter_threat = active_biter_threat + threat_values[biter.entity.name]
end
end
end
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wave_defense_table.active_biter_threat = math.round(active_biter_threat * global.biter_health_boost, 2)
debug_print("refresh_active_unit_threat - new value " .. wave_defense_table.active_biter_threat)
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end
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local function time_out_biters()
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local wave_defense_table = WD.get_table()
for k, biter in pairs(wave_defense_table.active_biters) do
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if not is_unit_valid(biter) then
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wave_defense_table.active_biter_count = wave_defense_table.active_biter_count - 1
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if biter.entity then
if biter.entity.valid then
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wave_defense_table.active_biter_threat = wave_defense_table.active_biter_threat - math.round(threat_values[biter.entity.name] * global.biter_health_boost, 2)
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if biter.entity.force.index == 2 then
biter.entity.destroy()
end
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end
end
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wave_defense_table.active_biters[k] = nil
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end
end
end
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local function get_random_close_spawner(surface)
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local wave_defense_table = WD.get_table()
local spawners = surface.find_entities_filtered({type = "unit-spawner"})
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if not spawners[1] then return false end
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local center = wave_defense_table.target.position
local spawner = spawners[math.random(1,#spawners)]
for i = 1, wave_defense_table.get_random_close_spawner_attempts, 1 do
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
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debug_print("get_random_close_spawner - Found at x" .. spawner.position.x .. " y" .. spawner.position.y)
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return spawner
end
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local function set_main_target()
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local wave_defense_table = WD.get_table()
if wave_defense_table.target then
if wave_defense_table.target.valid then return end
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end
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if not wave_defense_table.side_targets then return end
if #wave_defense_table.side_targets == 0 then return end
local target = wave_defense_table.side_targets[math.random(1, #wave_defense_table.side_targets)]
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if not target then return end
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if not target.valid then return end
wave_defense_table.target = target
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debug_print("set_main_target -- New main target " .. target.name .. " at position x" .. target.position.x .. " y" .. target.position.y .. " selected.")
end
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local function set_group_spawn_position(surface)
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local wave_defense_table = WD.get_table()
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local spawner = get_random_close_spawner(surface)
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if not spawner then return end
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local position = surface.find_non_colliding_position("electric-furnace", spawner.position, 64, 1)
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if not position then return end
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wave_defense_table.spawn_position = {x = position.x, y = position.y}
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debug_print("set_group_spawn_position -- Changed position to x" .. wave_defense_table.spawn_position.x .. " y" .. wave_defense_table.spawn_position.y .. ".")
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end
local function set_enemy_evolution()
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local wave_defense_table = WD.get_table()
local evolution_factor = wave_defense_table.wave_number * 0.001
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local biter_health_boost = 1
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--local damage_increase = 0
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if evolution_factor > 1 then
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--damage_increase = damage_increase + (evolution_factor - 1)
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--biter_health_boost = biter_health_boost + (evolution_factor - 1) * 2
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evolution_factor = 1
end
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if wave_defense_table.threat > 50000 then
biter_health_boost = math.round(biter_health_boost + (wave_defense_table.threat - 50000) * 0.000033, 3)
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--damage_increase = math.round(damage_increase + wave_defense_table.threat * 0.0000025, 3)
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end
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global.biter_health_boost = biter_health_boost
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--game.forces.enemy.set_ammo_damage_modifier("melee", damage_increase)
--game.forces.enemy.set_ammo_damage_modifier("biological", damage_increase)
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game.forces.enemy.evolution_factor = evolution_factor
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if global.biter_health_boost then
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for _, player in pairs(game.connected_players) do
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--player.gui.top.wave_defense.threat.tooltip = "High threat may empower biters.\nBiter health " .. biter_health_boost * 100 .. "% | damage " .. (damage_increase + 1) * 100 .. "%"
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if player.gui.top.wave_defense then
player.gui.top.wave_defense.threat.tooltip = "High threat may empower biters.\nBiter health " .. biter_health_boost * 100 .. "%"
end
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end
end
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end
local function can_units_spawn()
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local wave_defense_table = WD.get_table()
if wave_defense_table.threat <= 0 then
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debug_print("can_units_spawn - threat too low")
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return false
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end
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if wave_defense_table.active_biter_count >= wave_defense_table.max_active_biters then
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debug_print("can_units_spawn - active biter count too high")
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return false
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end
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if wave_defense_table.active_biter_threat >= wave_defense_table.threat then
debug_print("can_units_spawn - active biter threat too high (" .. wave_defense_table.active_biter_threat .. ")")
return false
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end
return true
end
local function get_active_unit_groups_count()
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local wave_defense_table = WD.get_table()
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local count = 0
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for _, g in pairs(wave_defense_table.unit_groups) do
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if g.valid then
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if #g.members > 0 then
count = count + 1
else
g.destroy()
end
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end
end
debug_print("Active unit group count: " .. count)
return count
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end
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local function spawn_biter(surface)
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local wave_defense_table = WD.get_table()
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if not can_units_spawn() then return end
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local name
if math.random(1,100) > 73 then
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name = BiterRolls.wave_defense_roll_spitter_name()
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else
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name = BiterRolls.wave_defense_roll_biter_name()
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end
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--local position = surface.find_non_colliding_position(name, wave_defense_table.spawn_position, 48, 2)
--if not position then return false end
local biter = surface.create_entity({name = name, position = wave_defense_table.spawn_position, force = "enemy"})
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biter.ai_settings.allow_destroy_when_commands_fail = false
biter.ai_settings.allow_try_return_to_spawner = false
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wave_defense_table.active_biters[biter.unit_number] = {entity = biter, spawn_tick = game.tick}
wave_defense_table.active_biter_count = wave_defense_table.active_biter_count + 1
wave_defense_table.active_biter_threat = wave_defense_table.active_biter_threat + math.round(threat_values[name] * global.biter_health_boost, 2)
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return biter
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end
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local function set_next_wave()
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local wave_defense_table = WD.get_table()
wave_defense_table.wave_number = wave_defense_table.wave_number + 1
wave_defense_table.group_size = wave_defense_table.wave_number * 2
if wave_defense_table.group_size > wave_defense_table.max_group_size then wave_defense_table.group_size = wave_defense_table.max_group_size end
local threat_gain = wave_defense_table.wave_number * wave_defense_table.threat_gain_multiplier
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if wave_defense_table.wave_number > 1000 then
threat_gain = threat_gain * (wave_defense_table.wave_number * 0.001)
end
wave_defense_table.threat = wave_defense_table.threat + math.floor(threat_gain)
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wave_defense_table.last_wave = wave_defense_table.next_wave
wave_defense_table.next_wave = game.tick + wave_defense_table.wave_interval
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end
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local function get_commmands(group)
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local wave_defense_table = WD.get_table()
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local commands = {}
local group_position = {x = group.position.x, y = group.position.y}
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local step_length = wave_defense_table.unit_group_command_step_length
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if math.random(1,2) == 1 then
local side_target = SideTargets.get_side_target()
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if side_target then
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debug_print("get_side_target -- " .. side_target.name .. " at position x" .. side_target.position.x .. " y" .. side_target.position.y .. " selected.")
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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
local vector = {math.round((target_position.x - group_position.x) / steps, 3), math.round((target_position.y - group_position.y) / steps, 3)}
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if wave_defense_table.debug then
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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])
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end
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for i = 1, steps, 1 do
group_position.x = group_position.x + vector[1]
group_position.y = group_position.y + vector[2]
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local position = group.surface.find_non_colliding_position("small-biter", group_position, step_length, 2)
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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
}
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end
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end
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commands[#commands + 1] = {
type = defines.command.attack,
target = side_target,
distraction = defines.distraction.by_enemy,
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}
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end
end
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local target_position = wave_defense_table.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)}
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if wave_defense_table.debug then
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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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end
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for i = 1, steps, 1 do
group_position.x = group_position.x + vector[1]
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group_position.y = group_position.y + vector[2]
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local position = group.surface.find_non_colliding_position("small-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
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}
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end
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end
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commands[#commands + 1] = {
type = defines.command.attack_area,
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destination = {x = target_position.x, y = target_position.y},
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radius = 8,
distraction = defines.distraction.by_enemy
}
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commands[#commands + 1] = {
type = defines.command.attack,
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target = wave_defense_table.target,
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distraction = defines.distraction.by_enemy,
}
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return commands
end
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local function command_unit_group(group)
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local wave_defense_table = WD.get_table()
if not wave_defense_table.unit_group_last_command[group.group_number] then
wave_defense_table.unit_group_last_command[group.group_number] = game.tick - (wave_defense_table.unit_group_command_delay + 1)
end
if wave_defense_table.unit_group_last_command[group.group_number] then
if wave_defense_table.unit_group_last_command[group.group_number] + wave_defense_table.unit_group_command_delay > game.tick then return end
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end
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group.set_command({
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
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commands = get_commmands(group)
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})
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wave_defense_table.unit_group_last_command[group.group_number] = game.tick
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end
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local function give_commands_to_unit_groups()
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local wave_defense_table = WD.get_table()
if #wave_defense_table.unit_groups == 0 then return end
if not wave_defense_table.target then return end
if not wave_defense_table.target.valid then return end
for k, group in pairs(wave_defense_table.unit_groups) do
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if group.valid then
command_unit_group(group)
else
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table.remove(wave_defense_table.unit_groups, k)
--wave_defense_table.unit_groups[k] = nil
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end
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end
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end
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local function spawn_unit_group()
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local wave_defense_table = WD.get_table()
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if not can_units_spawn() then return end
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if not wave_defense_table.target then return end
if not wave_defense_table.target.valid then return end
if get_active_unit_groups_count() >= wave_defense_table.max_active_unit_groups then return end
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BiterRolls.wave_defense_set_unit_raffle(wave_defense_table.wave_number)
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local surface = game.surfaces[wave_defense_table.surface_index]
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set_group_spawn_position(surface)
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debug_print("Spawning unit group at x" .. wave_defense_table.spawn_position.x .." y" .. wave_defense_table.spawn_position.y)
local unit_group = surface.create_unit_group({position = wave_defense_table.spawn_position, force = "enemy"})
for a = 1, wave_defense_table.group_size, 1 do
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local biter = spawn_biter(surface)
if not biter then break end
unit_group.add_member(biter)
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end
table.insert(wave_defense_table.unit_groups, unit_group)
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return true
end
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local function log_threat()
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local wave_defense_table = WD.get_table()
wave_defense_table.threat_log_index = wave_defense_table.threat_log_index + 1
wave_defense_table.threat_log[wave_defense_table.threat_log_index] = wave_defense_table.threat
if wave_defense_table.threat_log_index > 900 then wave_defense_table.threat_log[wave_defense_table.threat_log_index - 901] = nil end
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end
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local tick_tasks = {
[30] = set_main_target,
[60] = set_enemy_evolution,
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[90] = spawn_unit_group,
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[120] = give_commands_to_unit_groups,
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[150] = ThreatEvent.build_nest,
[180] = ThreatEvent.build_worm,
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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 wave_defense_table = WD.get_table()
if wave_defense_table.game_lost then return end
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if game.tick > wave_defense_table.next_wave then set_next_wave() end
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local t = game.tick % 300
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local t2 = game.tick % 18000
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if tick_tasks[t] then tick_tasks[t]() end
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if tick_tasks[t2] then tick_tasks[t2]() end
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if game.tick % 60 == 0 then log_threat() end
for _, player in pairs(game.connected_players) do update_gui(player) end
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end
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local function on_init()
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local wave_defense_table = WD.get_table()
wave_defense_table.reset_wave_defense()
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end
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event.on_nth_tick(30, on_tick)
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return Public