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ComfyFactorio/modules/wave_defense.lua

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2019-10-07 01:46:26 +02:00
local math_random = math.random
local threat_values = {
["behemoth-biter"] = 10,
["behemoth-spitter"] = 10,
["big-biter"] = 5,
["big-spitter"] = 5,
["medium-biter"] = 3,
["medium-spitter"] = 3,
["small-biter"] = 1,
["small-spitter"] = 1,
}
function roll_biter_name()
local max_chance = 0
for k, v in pairs(global.wave_defense.biter_raffle) do
max_chance = max_chance + v
end
local r = math.random(1, max_chance)
local current_chance = 0
for k, v in pairs(global.wave_defense.biter_raffle) do
current_chance = current_chance + v
if r <= current_chance then return k end
end
end
function set_biter_raffle(level)
global.wave_defense.biter_raffle = {
["small-biter"] = 1000 - level * 2,
["small-spitter"] = 1000 - level * 2,
["medium-biter"] = level * 2,
["medium-spitter"] = level * 2,
["big-biter"] = 0,
["big-spitter"] = 0,
["behemoth-biter"] = 0,
["behemoth-spitter"] = 0,
}
if level > 500 then
global.wave_defense.biter_raffle["big-biter"] = (level - 500) * 5
global.wave_defense.biter_raffle["big-spitter"] = (level - 500) * 5
end
if level > 800 then
global.wave_defense.biter_raffle["behemoth-biter"] = (level - 800) * 10
global.wave_defense.biter_raffle["behemoth-spitter"] = (level - 800) * 10
end
for k, v in pairs(global.wave_defense.biter_raffle) do
if global.wave_defense.biter_raffle[k] < 0 then global.wave_defense.biter_raffle[k] = 0 end
end
end
local function get_random_close_spawner()
local spawners = global.wave_defense.surface.find_entities_filtered({type = "unit-spawner"})
if not spawners[1] then return false end
local center = global.wave_defense.target.position
local spawner = spawners[math_random(1,#spawners)]
for i = 1, 5, 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
return spawner
end
local function set_target()
if global.wave_defense.target then
if global.wave_defense.target.valid then return end
end
local characters = {}
for i = 1, #game.connected_players, 1 do
if game.connected_players[i].character then
if game.connected_players[i].character.valid then
characters[#characters + 1] = game.connected_players[i].character
end
end
end
global.wave_defense.target = characters[math_random(1, #characters)]
end
local function set_group_spawn_position()
local spawner = get_random_close_spawner()
if not spawner then return end
local position = global.wave_defense.surface.find_non_colliding_position("rocket-silo", spawner.position, 32, 1)
if not position then return end
global.wave_defense.spawn_position = position
end
local function set_enemy_evolution()
local evolution = global.wave_defense.wave_number * 0.001
if evolution > 1 then evolution = 1 end
game.forces.enemy.evolution_factor = evolution
end
local function spawn_biter()
if global.wave_defense.threat <= 0 then return false end
if global.wave_defense.active_biter_count >= global.wave_defense.max_active_biters then return false end
local name = roll_biter_name()
local position = global.wave_defense.surface.find_non_colliding_position(name, global.wave_defense.spawn_position, 32, 1)
if not position then return false end
local biter = global.wave_defense.surface.create_entity({name = name, position = position, force = "enemy"})
biter.ai_settings.allow_destroy_when_commands_fail = false
biter.ai_settings.allow_try_return_to_spawner = false
global.wave_defense.active_biters[biter.unit_number] = {entity = biter, spawn_tick = game.tick}
global.wave_defense.active_biter_count = global.wave_defense.active_biter_count + 1
global.wave_defense.threat = global.wave_defense.threat - threat_values[name]
return biter
end
local function spawn_unit_group()
if global.wave_defense.threat <= 0 then return false end
if global.wave_defense.active_biter_count >= global.wave_defense.max_active_biters then return false end
set_group_spawn_position()
local unit_group = global.wave_defense.surface.create_unit_group({position = global.wave_defense.spawn_position, force = "enemy"})
for a = 1, global.wave_defense.group_size, 1 do
local biter = spawn_biter()
if not biter then break end
unit_group.add_member(biter)
end
return true
end
local function spawn_wave()
if game.tick < global.wave_defense.next_wave then return end
global.wave_defense.next_wave = game.tick + global.wave_defense.wave_interval
global.wave_defense.wave_number = global.wave_defense.wave_number + 1
global.wave_defense.group_size = global.wave_defense.wave_number * 4
if global.wave_defense.group_size > global.wave_defense.max_group_size then global.wave_defense.group_size = global.wave_defense.max_group_size end
global.wave_defense.threat = global.wave_defense.threat + global.wave_defense.wave_number * 4
set_enemy_evolution()
set_biter_raffle(global.wave_defense.wave_number)
for a = 1, 16, 1 do
if not spawn_unit_group() then break end
end
end
local function on_entity_died(event)
if not event.entity.valid then return end
if event.entity.type ~= "unit" then return end
if not global.wave_defense.active_biters[event.entity.unit_number] then return end
global.wave_defense.active_biters[event.entity.unit_number] = nil
global.wave_defense.active_biter_count = global.wave_defense.active_biter_count - 1
end
local function on_tick()
if game.tick % 60 == 0 then
set_target()
spawn_wave()
end
end
local function on_init()
global.wave_defense = {
surface = game.surfaces["nauvis"],
active_biters = {},
max_active_biters = 2048,
max_group_size = 256,
active_biter_count = 0,
spawn_position = {x = 0, y = 48},
--next_wave = 3600 * 15,
next_wave = 60,
wave_interval = 60,
wave_number = 0,
threat = 0,
}
end
local event = require 'utils.event'
event.on_nth_tick(60, on_tick)
event.on_init(on_init)
event.add(defines.events.on_entity_died, on_entity_died)