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ComfyFactorio/modules/wave_defense/table.lua

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local Global = require 'utils.global'
local Event = require 'utils.event'
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local this = {}
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local Public = {}
local insert = table.insert
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Global.register(
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this,
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function(tbl)
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this = tbl
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end
)
Public.group_size_modifier_raffle = {}
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}
}
for _, v in pairs(group_size_chances) do
for _ = 1, v[1], 1 do
insert(Public.group_size_modifier_raffle, v[2])
end
end
Public.group_size_modifier_raffle_size = #Public.group_size_modifier_raffle
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function Public.reset_wave_defense()
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this.boss_wave = false
this.boss_wave_warning = false
this.boost_units_when_wave_is_above = 200
this.boost_bosses_when_wave_is_above = 50
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this.side_target_count = 0
this.active_biter_count = 0
this.active_biter_threat = 0
this.average_unit_group_size = 24
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this.biter_raffle = {}
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this.debug = false
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this.debug_health = false
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this.log_wave_to_discord = true
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this.paused = false
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this.pause_without_votes = true
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this.game_lost = false
this.get_random_close_spawner_attempts = 5
this.group_size = 2
this.last_wave = game.tick
this.max_active_biters = 1280
this.max_active_unit_groups = 32
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this.max_biter_age = 3600 * 60
this.nest_building_density = 48
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this.next_wave = game.tick + 3600 * 20
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this.enable_grace_time = {
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enabled = true,
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set = nil
}
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this.side_targets = {}
this.simple_entity_shredding_cost_modifier = 0.009
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this.spawn_position = {x = 0, y = 64}
this.spitter_raffle = {}
this.surface_index = 1
this.target = nil
this.threat = 0
this.threat_gain_multiplier = 2
this.threat_log = {}
this.threat_log_index = 0
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this.tick_to_spawn_unit_groups = 200 -- this defines how often we spawn a unit group
this.unit_groups_size = 0
this.index = 0
this.random_group = nil
this.unit_group_command_delay = 3600 * 20
this.unit_group_command_step_length = 15
this.search_side_targets = {'simple-entity', 'tree', 'car', 'spider-vehicle', 'character'}
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this.wave_interval = 3600
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this.wave_enforced = false
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this.wave_number = 0
this.worm_building_chance = 3
this.worm_building_density = 16
this.worm_raffle = {}
this.alert_boss_wave = false
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this.remove_entities = false
this.pause_waves = {
index = 0
}
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this.enable_side_target = false
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this.enable_threat_log = true
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this.disable_threat_below_zero = false
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this.check_collapse_position = true
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this.resolve_pathing = true
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this.increase_damage_per_wave = false
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this.increase_boss_health_per_wave = true
this.increase_health_per_wave = false
this.fill_tiles_so_biter_can_path = true
this.modified_unit_health = {
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current_value = 1.2,
limit_value = 150,
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health_increase_per_boss_wave = 0.5 -- wave % 25 == 0 at wave 2k boost is at 41.2
}
this.modified_boss_unit_health = {
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current_value = 2,
limit_value = 500,
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health_increase_per_boss_wave = 4 -- wave % 25 == 0 at wave 2k boost is at 322
}
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this.generated_units = {
active_biters = {},
unit_groups = {},
unit_group_last_command = {},
unit_group_pos = {
index = 0,
positions = {}
},
nests = {}
}
this.unit_settings = {
scale_units_by_health = {
['small-biter'] = 1,
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['medium-biter'] = 0.75,
['big-biter'] = 0.5,
['behemoth-biter'] = 0.25,
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['small-spitter'] = 1,
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['medium-spitter'] = 0.75,
['big-spitter'] = 0.5,
['behemoth-spitter'] = 0.25
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}
}
this.worm_unit_settings = {
-- note that final health modifier isn't lower than 1
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scale_units_by_health = {
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['land-mine'] = 0.5, -- not active as of now
['gun-turret'] = 0.5, -- not active as of now
['flamethrower-turret'] = 0.4, -- not active as of now
['artillery-turret'] = 0.25, -- not active as of now
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['small-worm-turret'] = 0.8,
['medium-worm-turret'] = 0.6,
['big-worm-turret'] = 0.4,
['behemoth-worm-turret'] = 0.2
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}
}
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end
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--- This gets values from our table
-- @param key <string>
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function Public.get(key)
if key then
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return this[key]
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else
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return this
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end
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end
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--- This sets values to our table
-- use with caution.
-- @param key <string>
-- @param value <string/boolean/int>
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function Public.set(key, value)
if key and (value or value == false or value == 'nil') then
if value == 'nil' then
this[key] = nil
else
this[key] = value
end
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return this[key]
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elseif key then
return this[key]
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else
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return this
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end
end
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--- Legacy, to be removed
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Public.get_table = Public.get
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--- This gets the status of the current wave
-- @param <null>
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function Public.get_wave()
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return this.wave_number
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end
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--- This gets the status of disable_threat_below_zero
-- @param <null>
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function Public.get_disable_threat_below_zero()
return this.disable_threat_below_zero
end
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--- This sets if we should disable threat below zero
-- @param <boolean>
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function Public.set_disable_threat_below_zero(boolean)
if (boolean or boolean == false) then
this.disable_threat_below_zero = boolean
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end
return this.disable_threat_below_zero
end
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--- This gets the status of alert_boss_wave
-- @param <null>
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function Public.get_alert_boss_wave()
return this.get_alert_boss_wave
end
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--- This sets if we should alert the players
-- when we spawn a boss wave
-- @param <boolean>
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function Public.alert_boss_wave(boolean)
if (boolean or boolean == false) then
this.alert_boss_wave = boolean
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end
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return this.alert_boss_wave
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end
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--- This sets the spawning position of where
-- we will spawn the entities.
-- @param <tbl>
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function Public.set_spawn_position(tbl)
if type(tbl) == 'table' then
this.spawn_position = tbl
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else
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error('Tbl must be of type table.')
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end
return this.spawn_position
end
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--- This sets if we should remove colliding entities
-- when we spawn entities.
-- @param <boolean>
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function Public.remove_entities(boolean)
if (boolean or boolean == false) then
this.remove_entities = boolean
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end
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return this.remove_entities
end
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--- This sets if the threat gui should be present for the players
-- Warning - this creates a lot of entries in the global table
-- and makes save/load heavy.
-- @param <boolean>
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function Public.enable_threat_log(boolean)
if (boolean or boolean == false) then
this.enable_threat_log = boolean
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end
return this.enable_threat_log
end
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--- This sets if we should spawn the unit near collapse
-- That is, if collapse module is enabled
-- @param <boolean>
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function Public.check_collapse_position(boolean)
if (boolean or boolean == false) then
this.check_collapse_position = boolean
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end
return this.check_collapse_position
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end
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--- This sets if the units/bosses should try to pick side-targets.
-- @param <boolean>
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function Public.enable_side_target(boolean)
if (boolean or boolean == false) then
this.enable_side_target = boolean
end
return this.enable_side_target
end
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--- This sets if the units health should increase.
-- @param <boolean>
function Public.increase_health_per_wave(boolean)
if (boolean or boolean == false) then
this.increase_health_per_wave = boolean
end
return this.increase_health_per_wave
end
--- This sets if the bosses health should increase.
-- @param <boolean>
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function Public.increase_boss_health_per_wave(boolean)
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if (boolean or boolean == false) then
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this.increase_boss_health_per_wave = boolean
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end
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return this.increase_boss_health_per_wave
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end
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--- This checks if units are stuck, if they are - act.
-- @param <boolean>
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function Public.resolve_pathing(boolean)
if (boolean or boolean == false) then
this.resolve_pathing = boolean
end
return this.resolve_pathing
end
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--- Enables non-placeable tiles to be switched to placable-tiles.
-- @param <boolean>
function Public.fill_tiles_so_biter_can_path(boolean)
if (boolean or boolean == false) then
this.fill_tiles_so_biter_can_path = boolean
end
return this.fill_tiles_so_biter_can_path
end
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--- Sets the wave defense units damage increase.
-- @param <boolean>
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function Public.increase_damage_per_wave(boolean)
if (boolean or boolean == false) then
this.increase_damage_per_wave = boolean
end
return this.increase_damage_per_wave
end
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--- Sets the wave defense units health at start current.
-- @param <int>
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function Public.set_normal_unit_current_health(int)
this.modified_unit_health.current_value = int or 1.2
end
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--- Sets the wave defense boss health increment.
-- @param <int>
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function Public.set_boss_unit_current_health(int)
this.modified_boss_unit_health.current_value = int or 2
end
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--- Sets the wave defense units health at start current.
-- @param <int>
function Public.set_unit_health_increment_per_wave(int)
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this.modified_unit_health.health_increase_per_boss_wave = int or 0.5
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end
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--- Sets the wave defense boss health increment.
-- @param <int>
function Public.set_boss_health_increment_per_wave(int)
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this.modified_boss_unit_health.health_increase_per_boss_wave = int or 4
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end
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--- Sets when we should spawn a unit_group.
-- @param <int> in ticks
function Public.set_tick_to_spawn_unit_groups(int)
this.tick_to_spawn_unit_groups = int or 200
end
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--- Pauses the wave defense module
-- @param null
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function Public.pause(boolean)
this.paused = boolean or false
end
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--- Toggle debug - when you need to troubleshoot.
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-- @param <null>
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function Public.toggle_debug()
if this.debug then
this.debug = false
else
this.debug = true
end
return this.debug
end
--- Toggle debug - when you need to troubleshoot.
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-- @param <null>
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function Public.toggle_debug_health()
if this.debug_health then
this.debug_health = false
else
this.debug_health = true
end
return this.debug_health
end
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--- Toggle grace time, for when you want to waves to start instantly
-- @param <boolean>
function Public.enable_grace_time(boolean)
this.enable_grace_time.enabled = boolean or false
return this.debug_health
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end
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-- Event.on_nth_tick(30, Public.debug_module)
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Event.on_init(
function()
Public.reset_wave_defense()
end
)
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return Public