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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-11-06 08:56:27 +02:00

too much stuff

This commit is contained in:
MewMew
2019-10-07 22:40:05 +02:00
parent faac8c1905
commit aa6386033b
6 changed files with 152 additions and 47 deletions

View File

@@ -47,11 +47,25 @@ local function set_biter_raffle(level)
end
end
local function is_unit_valid(biter)
if not biter.entity then return false end
if not biter.entity.valid then return false end
if not biter.entity.unit_group then return false end
if biter.spawn_tick + global.wave_defense.max_biter_age < game.tick then return false end
return true
end
local function time_out_biters()
for k, biter in pairs(global.wave_defense.active_biters) do
if biter.spawn_tick + global.wave_defense.max_biter_age < game.tick then
global.wave_defense.threat = global.wave_defense.threat + threat_values[biter.entity.name]
biter.entity.destroy()
if not is_unit_valid(biter) then
global.wave_defense.active_biter_count = global.wave_defense.active_biter_count - 1
if biter.entity then
if biter.entity.valid then
global.wave_defense.threat = global.wave_defense.threat + threat_values[biter.entity.name]
if global.wave_defense.debug then game.print("WaveDefense>> Unit Number " .. k .. " has timed out.") end
biter.entity.destroy()
end
end
global.wave_defense.active_biters[k] = nil
end
end
@@ -132,17 +146,58 @@ local function spawn_unit_group()
return true
end
local function spawn_wave()
local function set_unit_group_count()
c = 0
for k, g in pairs(global.wave_defense.unit_groups) do
if g.valid then
c = c + 1
else
global.wave_defense.unit_groups[k] = nil
end
end
global.wave_defense.active_unit_group_count = c
end
local function spawn_attack_groups()
if global.wave_defense.active_biter_count >= global.wave_defense.max_active_biters then return false end
set_enemy_evolution()
set_biter_raffle(global.wave_defense.wave_number)
for a = 1, global.wave_defense.max_active_unit_groups - global.wave_defense.active_unit_group_count, 1 do
if not spawn_unit_group() then break end
end
end
local function set_next_wave()
global.wave_defense.wave_number = global.wave_defense.wave_number + 1
global.wave_defense.group_size = global.wave_defense.wave_number * 2
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 * 3
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
global.wave_defense.last_wave = global.wave_defense.next_wave
global.wave_defense.next_wave = game.tick + global.wave_defense.wave_interval
end
local function command_unit_group(group)
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
if global.wave_defense.unit_group_last_command[group.group_number] + global.wave_defense.unit_group_command_delay > game.tick then return end
global.wave_defense.unit_group_last_command[group.group_number] = game.tick
group.set_command({
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = {
{
type = defines.command.attack_area,
destination = global.wave_defense.target.position,
radius = 16,
distraction = defines.distraction.by_enemy
},
{
type = defines.command.attack,
target = global.wave_defense.target,
distraction = defines.distraction.by_enemy
}
}
})
end
local function give_commands_to_unit_groups()
@@ -151,23 +206,7 @@ local function give_commands_to_unit_groups()
if not global.wave_defense.target.valid then return end
for k, group in pairs(global.wave_defense.unit_groups) do
if group.valid then
group.set_command({
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = {
{
type = defines.command.attack_area,
destination = global.wave_defense.target.position,
radius = 16,
distraction = defines.distraction.by_enemy
},
{
type = defines.command.attack,
target = global.wave_defense.target,
distraction = defines.distraction.by_enemy
}
}
})
command_unit_group(group)
else
global.wave_defense.unit_groups[k] = nil
end
@@ -180,7 +219,7 @@ local function create_gui(player)
local label = frame.add({ type = "label", caption = " ", name = "label"})
label.style.font_color = {r=0.88, g=0.88, b=0.88}
label.style.font = "default-listbox"
label.style.font = "default-bold"
label.style.left_padding = 4
label.style.right_padding = 4
label.style.minimal_width = 68
@@ -190,6 +229,18 @@ local function create_gui(player)
progressbar.style.minimal_width = 128
progressbar.style.maximal_width = 128
progressbar.style.top_padding = 10
local line = frame.add({type = "line", direction = "vertical"})
line.style.left_padding = 4
line.style.right_padding = 4
local label = frame.add({ type = "label", caption = " ", name = "threat"})
label.style.font_color = {r=0.88, g=0.88, b=0.88}
label.style.font = "default-bold"
label.style.left_padding = 4
label.style.right_padding = 4
label.style.minimal_width = 10
label.style.font_color = {r=0.99, g=0.0, b=0.5}
end
local function update_gui(player)
@@ -198,6 +249,7 @@ local function update_gui(player)
if global.wave_defense.wave_number == 0 then player.gui.top.wave_defense.label.caption = "First wave in " .. math.floor((global.wave_defense.next_wave - game.tick) / 60) + 1 end
local interval = global.wave_defense.next_wave - global.wave_defense.last_wave
player.gui.top.wave_defense.progressbar.value = 1 - (global.wave_defense.next_wave - game.tick) / interval
player.gui.top.wave_defense.threat.caption = "Threat: " .. global.wave_defense.threat
end
local function on_entity_died(event)
@@ -213,33 +265,32 @@ local function on_tick()
for _, player in pairs(game.connected_players) do update_gui(player) end
if game.tick < global.wave_defense.next_wave then return end
if game.tick > global.wave_defense.next_wave then set_next_wave() end
if global.wave_defense.active_biter_count < global.wave_defense.max_active_biters then
global.wave_defense.last_wave = global.wave_defense.next_wave
global.wave_defense.next_wave = game.tick + global.wave_defense.wave_interval
time_out_biters()
if game.tick % 180 == 0 then
if game.tick % 1800 == 0 then
time_out_biters()
end
set_target()
spawn_wave()
spawn_attack_groups()
set_unit_group_count()
give_commands_to_unit_groups()
return
end
if game.tick % 3600 == 0 then
time_out_biters()
set_target()
give_commands_to_unit_groups()
end
end
end
function reset_wave_defense()
global.wave_defense = {
debug = false,
surface = game.surfaces["nauvis"],
active_biters = {},
unit_groups = {},
unit_group_last_command = {},
unit_group_command_delay = 3600 * 5,
max_active_unit_groups = 4,
max_active_biters = 1024,
max_group_size = 256,
max_biter_age = 3600 * 30,
active_unit_group_count = 0,
active_biter_count = 0,
spawn_position = {x = 0, y = 48},
last_wave = game.tick,