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ComfyFactorio/modules/explosives.lua

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--Cellular Automata Explosives by MewMew
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--Example: cell_birth(game.player.surface.index, {x = -0, y = -64}, game.tick, {x = -0, y = -64}, 100000) --100000 = damage
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--1 steel chest filled with explosives = ~1 million damage
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local damage_per_explosive = 500
local damage_decay = 10
local speed = 3
local density = 1
local density_r = density * 0.5
local valid_container_types = {
["container"] = true,
["logistic-container"] = true,
["car"] = true,
["cargo-wagon"] = true
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}
local function pos_to_key(position)
return tostring(position.x .. "_" .. position.y)
end
local function get_explosion_name(health)
if health < 2500 then return "explosion" end
if health < 25000 then return "big-explosion" end
return "big-artillery-explosion"
end
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local function cell_birth(surface_index, origin_position, origin_tick, position, health)
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local key = pos_to_key(position)
--Merge cells that are overlapping.
if global.explosion_cells[key] then
global.explosion_cells[key].health = global.explosion_cells[key].health + health
return
end
--Spawn new cell.
global.explosion_cells[key] = {
surface_index = surface_index,
origin_position = origin_position,
origin_tick = origin_tick,
position = {x = position.x, y = position.y},
spawn_tick = game.tick + speed,
health = health,
}
end
local function grow_cell(cell)
table.shuffle_table(global.explosion_cells_vectors)
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local radius = math.floor((game.tick - cell.origin_tick) / 9) + 2
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local positions = {}
for i = 1, 4, 1 do
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local position = {x = cell.position.x + global.explosion_cells_vectors[i][1], y = cell.position.y + global.explosion_cells_vectors[i][2]}
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if not global.explosion_cells[pos_to_key(position)] then
local distance = math.sqrt((cell.origin_position.x - position.x) ^ 2 + (cell.origin_position.y - position.y) ^ 2)
if distance < radius then
positions[#positions + 1] = position
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end
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end
end
if #positions == 0 then positions[#positions + 1] = {x = cell.position.x + global.explosion_cells_vectors[1][1], y = cell.position.y + global.explosion_cells_vectors[1][2]} end
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local new_cell_health = math.round(cell.health / #positions, 3) - damage_decay
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--[[
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if new_cell_health > 0 then
global.explosion_cells_damage_dealt = global.explosion_cells_damage_dealt + damage_decay * #positions
else
global.explosion_cells_damage_dealt = global.explosion_cells_damage_dealt + (new_cell_health + damage_decay) * #positions
end
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]]
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if new_cell_health <= 0 then return end
for _, p in pairs(positions) do
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cell_birth(cell.surface_index, cell.origin_position, cell.origin_tick, p, new_cell_health)
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end
end
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local function reflect_cell(entity, cell)
table.shuffle_table(global.explosion_cells_vectors)
for i = 1, 4, 1 do
local position = {x = cell.position.x + global.explosion_cells_vectors[i][1], y = cell.position.y + global.explosion_cells_vectors[i][2]}
if global.explosion_cells[pos_to_key(position)] then
cell_birth(cell.surface_index, cell.origin_position, cell.origin_tick, position, cell.health)
entity.damage(global.explosion_cells_reflect[entity.name] * 0.01 * math.random(75, 125), "player", "explosion")
return true
end
end
return false
end
local function damage_entity(entity, cell)
if not entity.valid then return true end
if not entity.health then return true end
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if entity.health <= 0 then return true end
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if not entity.destructible then return true end
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--if not entity.minable then return true end
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--if global.explosion_cells_reflect[entity.name] then
-- if reflect_cell(entity, cell) then return end
--end
local damage_required = entity.health
for _ = 1, 4, 1 do
if damage_required > cell.health then
entity.damage(cell.health, "player", "explosion")
return false
end
local damage_dealt = entity.damage(damage_required, "player", "explosion")
cell.health = cell.health - damage_required
if not entity then return true end
if not entity.valid then return true end
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if entity.health <= 0 then return true end
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damage_required = math.floor(entity.health * (damage_required / damage_dealt)) + 1
end
end
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local function damage_area(cell)
local surface = game.surfaces[cell.surface_index]
if not surface then return end
if not surface.valid then return end
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if math.random(1,4) == 1 then
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surface.create_entity({name = get_explosion_name(cell.health), position = cell.position})
end
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for _, entity in pairs(surface.find_entities({{cell.position.x - density_r, cell.position.y - density_r},{cell.position.x + density_r, cell.position.y + density_r}})) do
if not damage_entity(entity, cell) then return end
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end
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local tile = surface.get_tile(cell.position)
if global.explosion_cells_destructible_tiles[tile.name] then
local key = pos_to_key(tile.position)
if not global.explosion_cells_tiles[key] then global.explosion_cells_tiles[key] = global.explosion_cells_destructible_tiles[tile.name] end
if cell.health > global.explosion_cells_tiles[key] then
--global.explosion_cells_damage_dealt = global.explosion_cells_damage_dealt + global.explosion_cells_tiles[key]
cell.health = cell.health - global.explosion_cells_tiles[key]
global.explosion_cells_tiles[key] = nil
surface.set_tiles({{name = "landfill", position = tile.position}}, true)
else
--global.explosion_cells_damage_dealt = global.explosion_cells_damage_dealt + cell.health
global.explosion_cells_tiles[key] = global.explosion_cells_tiles[key] - cell.health
return
end
end
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return true
end
local function life_cycle(cell)
if not damage_area(cell) then return end
grow_cell(cell)
end
local function tick(event)
for key, cell in pairs(global.explosion_cells) do
if cell.spawn_tick < game.tick then
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life_cycle(cell)
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global.explosion_cells[key] = nil
end
end
end
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local function on_entity_died(event)
local entity = event.entity
if not entity.valid then return end
if not valid_container_types[entity.type] then return end
local inventory = defines.inventory.chest
if entity.type == "car" then inventory = defines.inventory.car_trunk end
local i = entity.get_inventory(inventory)
local amount = i.get_item_count("explosives")
if not amount then return end
if amount < 1 then return end
cell_birth(entity.surface.index, {x = entity.position.x, y = entity.position.y}, game.tick, {x = entity.position.x, y = entity.position.y}, amount * damage_per_explosive)
end
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local function on_init(surface)
global.explosion_cells = {}
global.explosion_cells_vectors = {{density, 0}, {density * -1, 0}, {0, density}, {0, density * -1}}
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--global.explosion_cells_damage_dealt = 0
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--global.explosion_cells_reflect = {
-- ["stone-wall"] = 25,
--}
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global.explosion_cells_tiles = {}
global.explosion_cells_destructible_tiles = {
["water"] = false,
["deepwater"] = false,
["out-of-map"] = false,
}
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end
local event = require 'utils.event'
event.on_init(on_init)
event.on_nth_tick(speed, tick)
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event.add(defines.events.on_entity_died, on_entity_died)