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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-28 03:57:22 +02:00

mtn v3 - fix of broken core feature

This commit is contained in:
Gerkiz 2021-10-02 21:04:15 +02:00
parent 3eb239b21f
commit eaf20f1158
6 changed files with 407 additions and 222 deletions

View File

@ -18,6 +18,7 @@ local Task = require 'utils.task'
local Token = require 'utils.token'
local MapFunctions = require 'tools.map_functions'
local SpamProtection = require 'utils.spam_protection'
local AI = require 'utils.ai'
local format_number = require 'util'.format_number
@ -33,6 +34,13 @@ local sin = math.sin
local cos = math.cos
local ceil = math.ceil
local clear_items_upon_surface_entry = {
['small-electric-pole'] = true,
['medium-electric-pole'] = true,
['big-electric-pole'] = true,
['substation'] = true
}
local shopkeeper = '[color=blue]Shopkeeper:[/color]\n'
local space = {
@ -1450,10 +1458,18 @@ local function spawn_biter()
local position = loco_surface.find_non_colliding_position('market', center_position, 128, 0.5)
local biters = {
'character',
'small-biter',
'medium-biter',
'big-biter',
'behemoth-biter',
'character',
'small-spitter',
'medium-spitter',
'big-spitter',
'behemoth-spitter'
'behemoth-spitter',
'compilatron',
'character'
}
local size_of = #biters
@ -1461,9 +1477,21 @@ local function spawn_biter()
if not position then
return
end
this.locomotive_biter = loco_surface.create_entity({name = biters[random(1, size_of)], position = position, force = 'player', create_build_effect_smoke = false})
this.locomotive_biter.ai_settings.allow_destroy_when_commands_fail = false
this.locomotive_biter.ai_settings.allow_try_return_to_spawner = false
local chosen_ent = biters[random(1, size_of)]
if chosen_ent == 'character' then
local data = {
force = 'player',
surface = loco_surface.index,
command = 1,
tick = 60,
repeat_function = true
}
AI.add_job_to_task(data)
end
this.locomotive_biter = loco_surface.create_entity({name = chosen_ent, position = position, force = 'player', create_build_effect_smoke = false})
rendering.draw_text {
text = ({'locomotive.shoo'}),
@ -1476,6 +1504,11 @@ local function spawn_biter()
alignment = 'center',
scale_with_zoom = false
}
if not chosen_ent == 'character' then
this.locomotive_biter.ai_settings.allow_destroy_when_commands_fail = false
this.locomotive_biter.ai_settings.allow_try_return_to_spawner = false
end
end
local function create_market(data, rebuild)
@ -1852,7 +1885,12 @@ local function shoo(event)
}
)
if locomotive_biter and locomotive_biter.valid then
locomotive_biter.die()
local explosion = {
name = 'massive-explosion',
position = locomotive_biter.position
}
surface.create_entity(explosion)
locomotive_biter.destroy()
WPT.set().locomotive_biter = nil
end
return
@ -1879,6 +1917,15 @@ local function on_player_changed_surface(event)
return
end
local item = player.cursor_stack
if item and item.valid_for_read then
local name = item.name
if clear_items_upon_surface_entry[name] then
player.cursor_stack.clear()
end
end
if player.surface.name == 'nauvis' then
local pos = surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 3, 0, 5)
if pos then

View File

@ -6,12 +6,12 @@ local Session = require 'utils.datastore.session_data'
local Event = require 'utils.event'
local Server = require 'utils.server'
local MapFuntions = require 'tools.map_functions'
local CommonFunctions = require 'maps.planet_prison.mod.common'
local CommonFunctions = require 'utils.common'
local LayersFunctions = require 'maps.planet_prison.mod.layers'
local AIFunctions = require 'maps.planet_prison.mod.ai'
local AIFunctions = require 'utils.ai'
local Blueprints = require 'maps.planet_prison.mod.bp'
local AfkFunctions = require 'maps.planet_prison.mod.afk'
local Timers = require 'maps.planet_prison.mod.timers'
local Timers = require 'utils.timers'
local ClaimsFunctions = require 'maps.planet_prison.mod.claims'
local MapConfig = require 'maps.planet_prison.config'
local Token = require 'utils.token'

View File

@ -1,210 +0,0 @@
local CommonFunctions = require 'maps.planet_prison.mod.common'
local Public = {}
local remove = table.remove
Public.command = {
--[[
@param args nil
--]]
noop = 0,
--[[
@param args nil
--]]
seek_and_destroy_player = 1,
--[[
@param args = {
agents, // All movable agents
positions, // Table of positions to attack
}
--]]
attack_objects = 2
}
local function _get_direction(src, dest)
local src_x = CommonFunctions.get_axis(src, 'x')
local src_y = CommonFunctions.get_axis(src, 'y')
local dest_x = CommonFunctions.get_axis(dest, 'x')
local dest_y = CommonFunctions.get_axis(dest, 'y')
local step = {
x = nil,
y = nil
}
local precision = CommonFunctions.rand_range(1, 10)
if dest_x - precision > src_x then
step.x = 1
elseif dest_x < src_x - precision then
step.x = -1
else
step.x = 0
end
if dest_y - precision > src_y then
step.y = 1
elseif dest_y < src_y - precision then
step.y = -1
else
step.y = 0
end
return CommonFunctions.direction_lookup[step.x][step.y]
end
local function _move_to(ent, trgt, min_distance)
local state = {
walking = false
}
local distance = CommonFunctions.get_distance(trgt.position, ent.position)
if min_distance < distance then
local dir = _get_direction(ent.position, trgt.position)
if dir then
state = {
walking = true,
direction = dir
}
end
end
ent.walking_state = state
return state.walking
end
local function refill_ammo(ent)
if not ent or not ent.valid then
return
end
local weapon = ent.get_inventory(defines.inventory.character_guns)[ent.selected_gun_index]
if weapon and weapon.valid_for_read then
local selected_ammo = ent.get_inventory(defines.inventory.character_ammo)[ent.selected_gun_index]
if selected_ammo then
if not selected_ammo.valid_for_read then
if weapon.name == 'shotgun' then
ent.insert({name = 'shotgun-shell', count = 20})
end
if weapon.name == 'pistol' then
ent.insert({name = 'firearm-magazine', count = 20})
end
end
end
end
end
local function _shoot_at(ent, trgt)
ent.shooting_state = {
state = defines.shooting.shooting_enemies,
position = trgt.position
}
end
local function _shoot_stop(ent)
ent.shooting_state = {
state = defines.shooting.not_shooting,
position = {0, 0}
}
end
local function _do_job_seek_and_destroy_player(surf)
for _, player in pairs(game.players) do
if player and player.valid and player.character then
local search_info = {
name = 'character',
position = player.character.position,
radius = 20,
force = 'enemy'
}
local ents = surf.find_entities_filtered(search_info)
if ents and #ents > 0 then
for _, e in pairs(ents) do
refill_ammo(e)
if not _move_to(e, player.character, CommonFunctions.rand_range(5, 10)) then
_shoot_at(e, player.character)
else
_shoot_stop(e)
end
end
end
end
end
end
local function _do_job_attack_objects(surf, args)
local agents = args.agents
if #agents == 0 then
return
end
local objects = args.objects
local target, closest, agent, query
for i = #agents, 1, -1 do
agent = agents[i]
if not agent.valid then
remove(agents, i)
goto continue
end
if game.tick % i ~= 0 then
goto continue
end
query = {
position = agent.position,
radius = 15,
type = {
'projectile',
'beam'
},
force = {
'enemy',
'player',
'neutral'
},
invert = true
}
closest = surf.find_entities_filtered(query)
if #closest ~= 0 then
target = CommonFunctions.get_closest_neighbour(agent.position, closest)
else
if #objects == 0 then
_shoot_stop(agent)
goto continue
end
target = CommonFunctions.get_closest_neighbour(agent.position, objects)
end
if target == nil or not target.valid then
goto continue
end
if not _move_to(agent, target, CommonFunctions.rand_range(5, 15)) then
_shoot_at(agent, target)
else
_shoot_stop(agent)
end
::continue::
end
end
--[[
do_job - Perform non-stateful operation on all enemy "character" entities.
@param surf - LuaSurface, on which everything is happening.
@param command - Command to perform on all non-player controllable characters.
--]]
Public.do_job = function(surf, command, args)
if args == nil then
args = {}
end
if command == Public.command.seek_and_destroy_player then
_do_job_seek_and_destroy_player(surf)
elseif command == Public.command.attack_objects then
_do_job_attack_objects(surf, args)
end
end
return Public

346
utils/ai.lua Normal file
View File

@ -0,0 +1,346 @@
local Event = require 'utils.event'
local CommonFunctions = require 'utils.common'
local Token = require 'utils.token'
local Task = require 'utils.task'
local Global = require 'utils.global'
local this = {
timers = {}
}
Global.register(
this,
function(tbl)
this = tbl
end
)
local Public = {}
local remove = table.remove
Public.command = {
--[[
@param args nil
--]]
noop = 0,
--[[
@param args nil
--]]
seek_and_destroy_player = 1,
--[[
@param args = {
agents, // All movable agents
positions, // Table of positions to attack
}
--]]
attack_objects = 2
}
local function _get_direction(src, dest)
local src_x = CommonFunctions.get_axis(src, 'x')
local src_y = CommonFunctions.get_axis(src, 'y')
local dest_x = CommonFunctions.get_axis(dest, 'x')
local dest_y = CommonFunctions.get_axis(dest, 'y')
local step = {
x = nil,
y = nil
}
local precision = CommonFunctions.rand_range(1, 10)
if dest_x - precision > src_x then
step.x = 1
elseif dest_x < src_x - precision then
step.x = -1
else
step.x = 0
end
if dest_y - precision > src_y then
step.y = 1
elseif dest_y < src_y - precision then
step.y = -1
else
step.y = 0
end
return CommonFunctions.direction_lookup[step.x][step.y]
end
local function _move_to(ent, trgt, min_distance)
local state = {
walking = false
}
local distance = CommonFunctions.get_distance(trgt.position, ent.position)
if min_distance < distance then
local dir = _get_direction(ent.position, trgt.position)
if dir then
state = {
walking = true,
direction = dir
}
end
end
ent.walking_state = state
return state.walking
end
local function refill_ammo(ent)
if not ent or not ent.valid then
return
end
local weapon = ent.get_inventory(defines.inventory.character_guns)[ent.selected_gun_index]
if weapon and weapon.valid_for_read then
local selected_ammo = ent.get_inventory(defines.inventory.character_ammo)[ent.selected_gun_index]
if selected_ammo then
if not selected_ammo.valid_for_read then
if weapon.name == 'shotgun' then
ent.insert({name = 'shotgun-shell', count = 5})
end
if weapon.name == 'pistol' then
ent.insert({name = 'firearm-magazine', count = 5})
end
end
end
end
end
local function _shoot_at(ent, trgt)
ent.shooting_state = {
state = defines.shooting.shooting_selected,
position = trgt.position
}
end
local function _shoot_stop(ent)
ent.shooting_state = {
state = defines.shooting.not_shooting,
position = {0, 0}
}
end
local function set_noise_hostile_hook(ent)
if not ent or not ent.valid then
return
end
local weapon = ent.get_inventory(defines.inventory.character_guns)[ent.selected_gun_index]
if weapon and weapon.valid_for_read then
return
end
if CommonFunctions.rand_range(1, 5) == 1 then
ent.insert({name = 'shotgun', count = 1})
ent.insert({name = 'shotgun-shell', count = 5})
end
end
local function _do_job_seek_and_destroy_player(data)
local surf = data.surface
local force = data.force
local players = game.connected_players
if type(surf) == 'number' then
surf = game.surfaces[surf]
if not surf or not surf.valid then
this.timers[game.tick] = nil
return
end
end
for _, player in pairs(players) do
if player and player.valid and player.character then
local position = data.position or player.character.position
local search_info = {
name = 'character',
position = position,
radius = 30,
force = force or 'enemy'
}
local ents = surf.find_entities_filtered(search_info)
if ents and #ents > 0 then
for _, e in pairs(ents) do
if e and e.valid then
if e.player == nil then
set_noise_hostile_hook(e)
refill_ammo(e)
if not _move_to(e, player.character, CommonFunctions.rand_range(5, 10)) then
_shoot_at(e, player.character)
else
_shoot_stop(e)
end
end
else
if data.repeat_function then
this.timers[data.new] = nil
end
end
end
else
if data.repeat_function then
this.timers[data.new] = nil
end
end
end
end
end
local function _do_job_attack_objects(data)
local surf = data.surface
local force = data.force
local position = data.position
if type(surf) == 'number' then
surf = game.surfaces[surf]
if not surf or not surf.valid then
if data.repeat_function then
this.timers[data.new] = nil
end
return
end
end
local search_info = {
name = 'character',
position = position,
radius = 30,
force = force or 'enemy'
}
local ents = surf.find_entities_filtered(search_info)
if ents and #ents > 0 then
local target, closest, agent, query
for i = #ents, 1, -1 do
agent = ents[i]
if not agent.valid then
remove(ents, i)
goto continue
end
if game.tick % i ~= 0 then
goto continue
end
query = {
position = agent.position,
radius = 15,
type = {
'projectile',
'beam'
},
force = {
'enemy',
'player',
'neutral'
},
invert = true
}
closest = surf.find_entities_filtered(query)
if #closest ~= 0 then
target = CommonFunctions.get_closest_neighbour(agent.position, closest)
else
goto continue
end
if target == nil or not target.valid then
goto continue
end
if not _move_to(agent, target, CommonFunctions.rand_range(5, 15)) then
_shoot_at(agent, target)
else
_shoot_stop(agent)
end
::continue::
end
else
if data.repeat_function then
this.timers[data.new] = nil
end
end
end
local do_job_token
do_job_token =
Token.register(
function(data)
local surf = data.surface
local command = data.command
if type(surf) == 'number' then
surf = game.surfaces[surf]
if not surf or not surf.valid then
this.timers[game.tick] = nil
return
end
end
if command == Public.command.seek_and_destroy_player then
_do_job_seek_and_destroy_player(data)
elseif command == Public.command.attack_objects then
_do_job_attack_objects(data)
end
end
)
function Public.add_job_to_task(data)
if not type(data) == 'table' then
return
end
if not data.tick then
return
end
if not this.timers[game.tick + data.tick] then
this.timers[game.tick + data.tick] = data
end
end
--[[
do_job - Perform non-stateful operation on all chosen force "character" entities.
@param surf - LuaSurface, on which everything is happening.
@param command - Command to perform on all non-player controllable characters.
--]]
Public.do_job = function(surf, command, args, force)
if args == nil then
args = {}
end
if command == Public.command.seek_and_destroy_player then
_do_job_seek_and_destroy_player(surf, force)
elseif command == Public.command.attack_objects then
_do_job_attack_objects(surf, args)
end
end
Event.add(
defines.events.on_tick,
function()
local tick = game.tick
if not this.timers[tick] then
return
end
local data = this.timers[tick]
if not data then
return
end
if data.repeat_function then
this.timers[tick + data.tick] = data
this.timers[tick + data.tick].previous = tick
data.new = tick + data.tick
end
Task.set_timeout_in_ticks(data.tick, do_job_token, data)
this.timers[tick] = nil
end
)
return Public

View File

@ -542,10 +542,12 @@ Public.get_closest_neighbour = function(position, objects)
local object, dist
for i = #objects, 1, -1 do
object = objects[i]
dist = Public.get_distance(position, object)
if dist < min_dist then
closest = object
min_dist = dist
if object and not object.player then
dist = Public.get_distance(position, object)
if dist < min_dist then
closest = object
min_dist = dist
end
end
end