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https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-24 03:47:58 +02:00
updates
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@ -90,6 +90,27 @@ function reset_map()
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if global.rpg then rpg_reset_all_players() end
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end
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local function protect_train(event)
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if event.entity.force.index ~= 1 then return end --Player Force
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if event.entity == global.locomotive or event.entity == global.locomotive_cargo then
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if event.cause then
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if event.cause.force.index == 2 then
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return
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end
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end
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event.entity.health = event.entity.health + event.final_damage_amount
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end
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end
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local function biters_chew_rocks_faster(event)
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if event.entity.force.index ~= 3 then return end --Neutral Force
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if not event.cause then return end
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if not event.cause.valid then return end
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if event.cause.force.index ~= 2 then return end --Enemy Force
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local bonus_damage = event.final_damage_amount * math.abs(global.wave_defense.threat) * 0.0003
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event.entity.health = event.entity.health - bonus_damage
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end
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local function on_entity_died(event)
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if not event.entity.valid then return end
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if event.entity == global.locomotive_cargo then
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@ -104,16 +125,9 @@ local function on_entity_died(event)
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end
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local function on_entity_damaged(event)
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if not event.entity.valid then return end
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if event.entity.force.index ~= 1 then return end
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if event.entity == global.locomotive or event.entity == global.locomotive_cargo then
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if event.cause then
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if event.cause.force.index == 2 then
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return
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end
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end
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event.entity.health = event.entity.health + event.final_damage_amount
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end
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if not event.entity.valid then return end
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protect_train(event)
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biters_chew_rocks_faster(event)
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end
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local function on_player_joined_game(event)
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@ -87,15 +87,23 @@ local function on_player_mined_entity(event)
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if not entity.valid then return end
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if rock_yield[entity.name] then
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event.buffer.clear()
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local ore = ore_raffle[math.random(1, #ore_raffle)]
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local player = game.players[event.player_index]
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local inventory = player.get_inventory(defines.inventory.character_main)
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if not inventory.can_insert({name = ore, count = 1}) then
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local e = entity.surface.create_entity({name = entity.name, position = entity.position})
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e.health = entity.health
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player.print("Inventory full.", {200, 200, 200})
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return
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end
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local amount = get_amount(entity)
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local amount_to_spill = math.ceil(amount * 0.5)
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local amount_to_insert = math.floor(amount * 0.5)
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local player = game.players[event.player_index]
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local inserted_count = player.insert({name = ore, count = amount_to_insert})
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local amount_to_spill = amount_to_spill + (amount_to_insert - inserted_count)
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@ -10,6 +10,12 @@ local threat_values = {
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["small-spitter"] = 1,
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}
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local function debug_print(msg)
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if global.wave_defense.debug then
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print("WaveDefense>> " .. msg)
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end
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end
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local function roll_biter_name()
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local max_chance = 0
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for k, v in pairs(global.wave_defense.biter_raffle) do
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@ -48,10 +54,10 @@ local function set_biter_raffle(level)
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end
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local function is_unit_valid(biter)
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if not biter.entity then return false end
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if not biter.entity.valid then return false end
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if not biter.entity.unit_group then return false end
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if biter.spawn_tick + global.wave_defense.max_biter_age < game.tick then return false end
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if not biter.entity then debug_print("is_unit_valid - Unit did no longer exist") return false end
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if not biter.entity.valid then debug_print("is_unit_valid - Unit invalid") return false end
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if not biter.entity.unit_group then debug_print("is_unit_valid - Unit had no unitgroup") return false end
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if biter.spawn_tick + global.wave_defense.max_biter_age < game.tick then debug_print("is_unit_valid - Unit timed out") return false end
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return true
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end
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@ -62,7 +68,6 @@ local function time_out_biters()
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if biter.entity then
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if biter.entity.valid then
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global.wave_defense.threat = global.wave_defense.threat + threat_values[biter.entity.name]
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if global.wave_defense.debug then game.print("WaveDefense>> Unit Number " .. k .. " has timed out.") end
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biter.entity.destroy()
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end
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end
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@ -84,8 +89,10 @@ local function get_random_close_spawner()
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end
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local function set_target()
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if global.wave_defense.target then
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if global.wave_defense.target.valid then return end
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if global.wave_defense.target then
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if global.wave_defense.target.valid then
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if global.wave_defense.target.name ~= "character" then return end
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end
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end
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local characters = {}
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for i = 1, #game.connected_players, 1 do
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@ -95,6 +102,7 @@ local function set_target()
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end
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end
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end
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if #characters == 0 then return end
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global.wave_defense.target = characters[math_random(1, #characters)]
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end
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@ -148,9 +156,14 @@ end
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local function set_unit_group_count()
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c = 0
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for k, g in pairs(global.wave_defense.unit_groups) do
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if g.valid then
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c = c + 1
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for k, group in pairs(global.wave_defense.unit_groups) do
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if group.valid then
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if #group.members > 0 then
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c = c + 1
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else
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group.destroy()
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global.wave_defense.unit_groups[k] = nil
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end
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else
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global.wave_defense.unit_groups[k] = nil
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end
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@ -160,7 +173,6 @@ end
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local function spawn_attack_groups()
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if global.wave_defense.active_biter_count >= global.wave_defense.max_active_biters then return false end
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set_enemy_evolution()
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set_biter_raffle(global.wave_defense.wave_number)
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for a = 1, global.wave_defense.max_active_unit_groups - global.wave_defense.active_unit_group_count, 1 do
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if not spawn_unit_group() then break end
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@ -169,13 +181,62 @@ end
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local function set_next_wave()
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global.wave_defense.wave_number = global.wave_defense.wave_number + 1
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global.wave_defense.group_size = global.wave_defense.wave_number * 2
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global.wave_defense.group_size = global.wave_defense.wave_number * 3
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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
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global.wave_defense.threat = global.wave_defense.threat + global.wave_defense.wave_number * 3
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global.wave_defense.last_wave = global.wave_defense.next_wave
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global.wave_defense.next_wave = game.tick + global.wave_defense.wave_interval
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end
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local function get_commmands(group)
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local commands = {}
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local target_position = global.wave_defense.target.position
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local group_position = {x = group.position.x, y = group.position.y}
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local step_length = global.wave_defense.unit_group_command_step_length
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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))
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local steps = math.floor(distance_to_target / step_length) + 1
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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 global.wave_defense.debug then
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print("get_commmands")
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print("distance_to_target " .. distance_to_target)
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print("steps " .. steps)
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print("vector " .. vector[1] .. "_" .. vector[2])
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end
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for i = 1, steps, 1 do
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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, 64, 2)
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if position then
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commands[#commands + 1] = {
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type = defines.command.attack_area,
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destination = {x = position.x, y = position.y},
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radius = 16,
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distraction = defines.distraction.by_enemy
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}
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if global.wave_defense.debug then print(position) end
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end
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end
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commands[#commands + 1] = {
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type = defines.command.attack_area,
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destination = {x = global.wave_defense.target.position.x, y = global.wave_defense.target.position.y},
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radius = 8,
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distraction = defines.distraction.by_enemy
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}
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commands[#commands + 1] = {
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type = defines.command.attack,
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target = global.wave_defense.target,
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distraction = defines.distraction.by_enemy,
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}
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return commands
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end
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local function command_unit_group(group)
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if not global.wave_defense.unit_group_last_command[group.group_number] then global.wave_defense.unit_group_last_command[group.group_number] = game.tick - (global.wave_defense.unit_group_command_delay + 1) end
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if global.wave_defense.unit_group_last_command[group.group_number] + global.wave_defense.unit_group_command_delay > game.tick then return end
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@ -184,19 +245,7 @@ local function command_unit_group(group)
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group.set_command({
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type = defines.command.compound,
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structure_type = defines.compound_command.return_last,
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commands = {
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{
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type = defines.command.attack_area,
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destination = global.wave_defense.target.position,
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radius = 16,
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distraction = defines.distraction.by_enemy
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},
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{
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type = defines.command.attack,
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target = global.wave_defense.target,
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distraction = defines.distraction.by_enemy
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}
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}
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commands = get_commmands(group)
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})
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end
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@ -272,6 +321,7 @@ local function on_tick()
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time_out_biters()
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end
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set_target()
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set_enemy_evolution()
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spawn_attack_groups()
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set_unit_group_count()
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give_commands_to_unit_groups()
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@ -286,7 +336,8 @@ function reset_wave_defense()
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unit_groups = {},
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unit_group_last_command = {},
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unit_group_command_delay = 3600 * 5,
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max_active_unit_groups = 4,
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unit_group_command_step_length = 64,
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max_active_unit_groups = 6,
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max_active_biters = 1024,
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max_group_size = 256,
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max_biter_age = 3600 * 30,
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