--luacheck: ignore local event = require 'utils.event' local math_random = math.random local math_floor = math.floor global.biter_command = {} global.biter_command.active_unit_groups = {} global.biter_command.enabled = true global.biter_command.whitelist = {} global.biter_command.admin_mode = true --if only admins can see and use the panel global.biter_command.teleporting = false --if teleporting is allowed for non-admins global.biter_command.buildings = true ---if player can trigger building nests and worms local worm_raffle = { 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret', 'behemoth-worm-turret', 'big-worm-turret', 'behemoth-worm-turret', 'behemoth-worm-turret', 'behemoth-worm-turret', 'big-worm-turret', 'behemoth-worm-turret' } local function shuffle(tbl) local size = #tbl for i = size, 1, -1 do local rand = math_random(size) tbl[i], tbl[rand] = tbl[rand], tbl[i] end return tbl end local function is_closer(pos1, pos2, pos) return ((pos1.x - pos.x) ^ 2 + (pos1.y - pos.y) ^ 2) < ((pos2.x - pos.x) ^ 2 + (pos2.y - pos.y) ^ 2) end local function shuffle_distance(tbl, position) local size = #tbl for i = size, 1, -1 do local rand = math_random(size) if is_closer(tbl[i].position, tbl[rand].position, position) and i > rand then tbl[i], tbl[rand] = tbl[rand], tbl[i] end end return tbl end local function get_evo(force) local evo = math_floor(game.forces['enemy'].evolution_factor * 20) local nests = math_random(1 + evo, 2 + evo * 2) end local function place_nest_near_unit_group(group) if not global.biter_command.buildings then return false end if not group.members then return false end if #group.members < 5 then return false end local units = group.members shuffle(units) for i = 1, 5, 1 do if not units[i].valid then return false end end local name = 'biter-spawner' if math_random(1, 3) == 1 then name = 'spitter-spawner' end local position = group.surface.find_non_colliding_position(name, group.position, 16, 1) if not position then return false end group.surface.create_entity({name = name, position = position, force = group.force}) group.surface.create_entity({name = 'blood-explosion-huge', position = position}) for i = 1, 5, 1 do units[i].surface.create_entity({name = 'blood-explosion-huge', position = units[i].position}) units[i].destroy() end return true end local function build_worm(group) if not global.biter_command.buildings then return false end if not group.members then return false end if #group.members < 5 then return false end local units = group.members shuffle(units) for i = 1, 5, 1 do if not units[i].valid then return false end end local position = group.surface.find_non_colliding_position('assembling-machine-1', group.position, 8, 1) local worm = worm_raffle[math_random(1 + math_floor(group.force.evolution_factor * 8), math_floor(1 + group.force.evolution_factor * 16))] if not position then return false end group.surface.create_entity({name = worm, position = position, force = group.force}) group.surface.create_entity({name = 'blood-explosion-huge', position = position}) for i = 1, 5, 1 do units[i].surface.create_entity({name = 'blood-explosion-huge', position = units[i].position}) units[i].destroy() end return true end local function flying_text(message, action, position, player) local texts = { {'roger', 'acknowledged', 'aye aye', 'confirmed', 'will do'}, {'negative', 'no', 'not really', 'we are not your critters', 'go away'}, {'fooood', 'nom nom', 'we hunger', 'killllll'}, {'WTF', 'we wanted ACTION', 'why you hate us', 'we were good soldiers', 'go to hell'} } colors = {{r = 0, g = 220, b = 0}, {r = 220, g = 0, b = 0}, {r = 0, g = 100, b = 220}, {r = 200, g = 200, b = 0}, {r = 255, g = 255, b = 255}} if message then player.create_local_flying_text {text = message, position = position, color = colors[5]} else player.create_local_flying_text {text = texts[action][math_random(1, #texts[action])], position = position, color = colors[action]} end end -----------commands----------- local function move_to(position, distraction) local command = { type = defines.command.go_to_location, destination = position, distraction = distraction, pathfind_flags = {allow_destroy_friendly_entities = true} } return command end -- local function attackmaincommand(target) -- local wave_defense_table = WD.get_table() -- if not wave_defense_table.target then return end -- if not wave_defense_table.target.valid then return end -- local command = { -- type = defines.command.attack, -- target = target, -- distraction = defines.distraction.by_enemy, -- } -- return command -- end local function attackareacommand(position) local command = { type = defines.command.attack_area, destination = position, radius = 25, distraction = defines.distraction.by_enemy } return command end local function attackobstaclescommand(surface, position) local commands = {} local obstacles = surface.find_entities_filtered {position = position, radius = 20, type = {'simple-entity', 'tree'}, limit = 100} if obstacles then shuffle(obstacles) shuffle_distance(obstacles, position) for i = 1, #obstacles, 1 do if obstacles[i].valid then commands[#commands + 1] = { type = defines.command.attack, target = obstacles[i], distraction = defines.distraction.by_enemy } end end end return commands end local function get_coords(group, source_player) local position if source_player.gui.screen['biter_panel'] then local x = tonumber(source_player.gui.screen['biter_panel']['coords']['coord_x'].text) local y = tonumber(source_player.gui.screen['biter_panel']['coords']['coord_y'].text) if x == nil or x == 'nil' then x = group.position.x source_player.gui.screen['biter_panel']['coords']['coord_x'].text = group.position.x end if y == nil or y == 'nil' then y = group.position.y source_player.gui.screen['biter_panel']['coords']['coord_y'].text = group.position.y end position = {x = x, y = y} end return position end -------button functions------------- local function pan(group, source_player) source_player.open_map(group.position, 0.5) end local function teleport(group, source_player) if source_player.admin or global.biter_command.teleporting then source_player.teleport(group.position, group.surface) else flying_text('Teleporting is disabled', nil, source_player.position, source_player) end end local function disband(group, source_player) flying_text(nil, 4, group.position, source_player) group.destroy() end local function movetome(group, source_player) group.set_command(move_to(source_player.position, defines.distraction.none)) flying_text(nil, 1, group.position, source_player) end local function movetoposition(group, source_player) local position = get_coords(group, source_player) if position then group.set_command(move_to(position, defines.distraction.none)) flying_text(nil, 1, group.position, source_player) else flying_text(nil, 2, group.position, source_player) end end local function patroltome(group, source_player) group.set_command(move_to(source_player.position, defines.distraction.by_enemy)) flying_text(nil, 1, group.position, source_player) end local function patroltoposition(group, source_player) local position = get_coords(group, source_player) if position then group.set_command(move_to(position, defines.distraction.by_enemy)) flying_text(nil, 1, group.position, source_player) else flying_text(nil, 2, group.position, source_player) end end local function settle(group, source_player) local success = place_nest_near_unit_group(group) if success then flying_text(nil, 1, group.position, source_player) else flying_text(nil, 2, group.position, source_player) source_player.print('Settling new nest failed. Check if group has enough members(5+) and there is empty space (or nests are disabled).') end end local function siege(group, source_player) local success = build_worm(group) if success then flying_text(nil, 1, group.position, source_player) else flying_text(nil, 2, group.position, source_player) source_player.print('Making worm failed. Check if group has enough members(5+) and there is empty space (or worms are disabled).') end end local function report(group, source_player) local status = group.state local states = {'gathering', 'moving', 'attacking distraction', 'attacking target', 'finished', 'pathfinding', 'wander in group'} flying_text(states[status + 1], nil, group.position, source_player) end local function attackenemiesaround(group, source_player) flying_text(nil, 3, group.position, source_player) group.set_command(attackareacommand(group.position)) end local function attackobstaclesaround(group, source_player) local commands = attackobstaclescommand(group.surface, group.position) if #commands > 1 then group.set_command( { type = defines.command.compound, structure_type = defines.compound_command.return_last, commands = commands } ) flying_text(nil, 3, group.position, source_player) else source_player.print('No obstacles found around unit group.') flying_text(nil, 2, group.position, source_player) end end local function attackenemiesaroundme(group, source_player) group.set_command(attackareacommand(source_player.position)) flying_text(nil, 3, group.position, source_player) end local function attackobstaclesaroundme(group, source_player) local commands = attackobstaclescommand(source_player.surface, source_player.position) if #commands > 1 then group.set_command( { type = defines.command.compound, structure_type = defines.compound_command.return_last, commands = commands } ) flying_text(nil, 3, group.position, source_player) else source_player.print('No obstacles found around player.') flying_text(nil, 2, group.position, source_player) end end local function addunitsaroundme(group, source_player) local units = source_player.surface.find_entities_filtered {position = source_player.position, radius = 50, type = 'unit', force = group.force} for i = 1, #units, 1 do group.add_member(units[i]) end end local function addunits(group, source_player) local units = source_player.surface.find_entities_filtered {position = group.position, radius = 50, type = 'unit', force = group.force} for i = 1, #units, 1 do group.add_member(units[i]) end end local function forcemove(group, source_player) group.start_moving() flying_text(nil, 1, group.position, source_player) end local function creategroup(source_player) source_player.surface.create_unit_group {position = source_player.position, force = source_player.force} flying_text('Unit group created', nil, source_player.position, source_player) end ----------------------direction panel----------------- local function set_directions(changedx, changedy, source_player) if source_player.gui.screen['biter_panel'] then local x = tonumber(source_player.gui.screen['biter_panel']['coords']['coord_x'].text) local y = tonumber(source_player.gui.screen['biter_panel']['coords']['coord_y'].text) if x == nil or x == 'nil' then x = 0 end if y == nil or y == 'nil' then y = 0 end x = x + changedx y = y + changedy source_player.gui.screen['biter_panel']['coords']['coord_x'].text = x source_player.gui.screen['biter_panel']['coords']['coord_y'].text = y end end local function nw(source_player) set_directions(-25, -25, source_player) end local function n(source_player) set_directions(0, -25, source_player) end local function ne(source_player) set_directions(25, -25, source_player) end local function w(source_player) set_directions(-25, 0, source_player) end local function e(source_player) set_directions(25, 0, source_player) end local function sw(source_player) set_directions(-25, 25, source_player) end local function s(source_player) set_directions(0, 25, source_player) end local function se(source_player) set_directions(25, 25, source_player) end local function center(group, source_player) if source_player.gui.screen['biter_panel'] then source_player.gui.screen['biter_panel']['coords']['coord_x'].text = group.position.x source_player.gui.screen['biter_panel']['coords']['coord_y'].text = group.position.y end end ----------------------------gui----------------------- local function top_button(player) if player.gui.top['biter_commands'] then if global.biter_command.enabled or global.biter_command.whitelist[player.name] == true then player.gui.top['biter_commands'].visible = true return else --player.gui.top["biter_commands"].destroy() player.gui.top['biter_commands'].visible = false return end end if player.admin or not global.biter_command.admin_mode then if global.biter_command.enabled or global.biter_command.whitelist[player.name] == true then local button = player.gui.top.add({type = 'sprite-button', name = 'biter_commands', sprite = 'entity/medium-spitter'}) button.style.minimal_height = 38 button.style.minimal_width = 38 button.style.padding = -2 end end end local function show_info(player) if player.gui.screen['biter_comm_info'] then player.gui.screen['biter_comm_info'].destroy() return end local frame = player.gui.screen.add {type = 'frame', name = 'biter_comm_info', caption = 'Biter Commander needs halp', direction = 'vertical'} frame.location = {x = 350, y = 45} frame.style.minimal_height = 300 frame.style.maximal_height = 300 frame.style.minimal_width = 330 frame.style.maximal_width = 630 frame.add({type = 'label', caption = 'Create new group first, then add biters to it.'}) frame.add({type = 'label', caption = 'You can use directionpad to navigate them, or do it in person.'}) frame.add({type = 'label', caption = "If you input invalid coordinates, they get rewritten to current group's position."}) frame.add({type = 'label', caption = 'You can operate only biters and create groups of your own force.'}) frame.add({type = 'label', caption = "If group is stuck at gathering state, use 'force move' button."}) frame.add({type = 'label', caption = 'Empty groups get autodeleted by game after a while.'}) frame.add({type = 'button', name = 'close_info', caption = 'Close'}) end local function build_groups(player) local groups = {} for _, g in pairs(global.biter_command.active_unit_groups) do if g.group.valid then if player.admin and global.biter_command.admin_mode then table.insert(groups, tostring(g.id)) else if player.force == g.group.force then table.insert(groups, tostring(g.id)) end end else g = nil end end table.insert(groups, 'Select Group') return groups end local function biter_panel(player) if player.gui.screen['biter_panel'] then player.gui.screen['biter_panel'].destroy() return end local frame = player.gui.screen.add {type = 'frame', caption = 'Biter Commander', name = 'biter_panel', direction = 'vertical'} frame.location = {x = 5, y = 45} frame.style.minimal_height = 680 frame.style.maximal_height = 680 frame.style.minimal_width = 330 frame.style.maximal_width = 330 local groups = build_groups(player) local selected_index = #groups if global.panel_group_index then if global.panel_group_index[player.name] then if groups[global.panel_group_index[player.name]] then selected_index = global.paneld_group_index[player.name] end end end local t0 = frame.add({type = 'table', name = 'top', column_count = 3}) local drop_down = t0.add({type = 'drop-down', name = 'group_select', items = groups, selected_index = selected_index}) drop_down.style.minimal_width = 150 drop_down.style.right_padding = 12 drop_down.style.left_padding = 12 t0.add({type = 'sprite-button', name = 'info', sprite = 'virtual-signal/signal-info'}) t0.add({type = 'sprite-button', name = 'close_biters', sprite = 'virtual-signal/signal-X'}) local l1 = frame.add({type = 'label', caption = 'Camera'}) local t1 = frame.add({type = 'table', name = 'camera', column_count = 2}) local l2 = frame.add({type = 'label', caption = 'Movement'}) local t2 = frame.add({type = 'table', name = 'movement', column_count = 2}) local l3 = frame.add({type = 'label', caption = 'Build'}) local t3 = frame.add({type = 'table', name = 'build', column_count = 2}) local l4 = frame.add({type = 'label', caption = 'Attack'}) local t4 = frame.add({type = 'table', name = 'attack', column_count = 2}) local l5 = frame.add({type = 'label', caption = 'Group Management'}) local t5 = frame.add({type = 'table', name = 'management', column_count = 2}) local line = frame.add {type = 'line'} line.style.top_margin = 8 line.style.bottom_margin = 8 local t6 = frame.add({type = 'table', name = 'directions', column_count = 3}) local buttons = { t1.add({type = 'button', caption = 'Pan to group', name = 'pan', tooltip = 'Moves camera to group position.'}), t1.add({type = 'button', caption = 'TP to group', name = 'teleport', tooltip = 'Teleports to group.'}), t2.add({type = 'button', caption = 'Move to me', name = 'movetome', tooltip = 'Gives group order to move to your position.'}), t2.add({type = 'button', caption = 'Move to position', name = 'movetoposition', tooltip = 'Sends group to position with coordinates entered below.'}), t2.add({type = 'button', caption = 'Patrol to me ', name = 'patroltome', tooltip = 'Gives group order to move to your position and engage any enemy during movement.'}), t2.add( { type = 'button', caption = 'Patrol to position', name = 'patroltoposition', tooltip = 'Sends group to position with coordinates entered below and engage any enemy during movement.' } ), t3.add({type = 'button', caption = 'Settle nest', name = 'settle', tooltip = 'Group creates base. Costs 5 units.'}), t3.add({type = 'button', caption = 'Build worm', name = 'siege', tooltip = 'Group builds worm turret. Costs 5 units.'}), t4.add({type = 'button', caption = 'Attack area', name = 'attackenemiesaround', tooltip = 'Group attacks enemy things around self.'}), t4.add({type = 'button', caption = 'Attack obstacles', name = 'attackobstaclesaround', tooltip = 'Group attacks obstacles around self.'}), t4.add({type = 'button', caption = 'Attack my area', name = 'attackenemiesaroundme', tooltip = 'Group attacks enemy things around your position.'}), t4.add({type = 'button', caption = 'Attack my obstacles', name = 'attackobstaclesaroundme', tooltip = 'Group attacks obstacles around your position.'}), t5.add({type = 'button', caption = 'Report', name = 'report', tooltip = 'Reports group status.'}), t5.add({type = 'button', caption = 'Force Move', name = 'forcemove', tooltip = 'Makes group to start moving even if gathering is not done (unstuck).'}), t5.add({type = 'button', caption = 'Add units around me', name = 'addunitsaroundme', tooltip = 'Adds units around you to selected unit group.'}), t5.add({type = 'button', caption = 'Add units', name = 'addunits', tooltip = 'Adds units around group to it.'}), t5.add({type = 'button', caption = 'Create group', name = 'creategroup', tooltip = 'Creates new group on player position'}), t5.add({type = 'button', caption = 'Disband group', name = 'disband', tooltip = 'Disbands group.'}) } local buttons2 = { t6.add({type = 'button', caption = '25 NW', name = 'nw', tooltip = 'Changes remote position'}), t6.add({type = 'button', caption = '25 N', name = 'n', tooltip = 'Changes remote position'}), t6.add({type = 'button', caption = '25 NE', name = 'ne', tooltip = 'Changes remote position'}), t6.add({type = 'button', caption = '25 W', name = 'w', tooltip = 'Changes remote position'}), t6.add({type = 'button', caption = 'Center', name = 'center', tooltip = 'Centers remote position to group'}), t6.add({type = 'button', caption = '25 E', name = 'e', tooltip = 'Changes remote position'}), t6.add({type = 'button', caption = '25 SW', name = 'sw', tooltip = 'Changes remote position'}), t6.add({type = 'button', caption = '25 S', name = 's', tooltip = 'Changes remote position'}), t6.add({type = 'button', caption = '25 SE', name = 'se', tooltip = 'Changes remote position'}) } for _, button in pairs(buttons) do button.style.font = 'default-bold' button.style.font_color = {r = 0.99, g = 0.99, b = 0.99} button.style.minimal_width = 150 end for _, button in pairs(buttons2) do button.style.font = 'default-bold' button.style.font_color = {r = 0.99, g = 0.99, b = 0.99} button.style.minimal_width = 70 end local t7 = frame.add({type = 'table', name = 'coords', column_count = 2}) t7.add({type = 'label', caption = 'X: '}) t7.add({type = 'textfield', name = 'coord_x'}) t7.add({type = 'label', caption = 'Y: '}) t7.add({type = 'textfield', name = 'coord_y'}) end local comm_functions = { ['pan'] = pan, ['teleport'] = teleport, ['disband'] = disband, ['movetome'] = movetome, ['movetoposition'] = movetoposition, ['patroltome'] = patroltome, ['patroltoposition'] = patroltoposition, ['settle'] = settle, ['siege'] = siege, ['report'] = report, ['attackenemiesaround'] = attackenemiesaround, ['attackobstaclesaround'] = attackobstaclesaround, ['attackenemiesaroundme'] = attackenemiesaroundme, ['attackobstaclesaroundme'] = attackobstaclesaroundme, ['addunits'] = addunits, ['addunitsaroundme'] = addunitsaroundme, ['forcemove'] = forcemove, ['center'] = center } local comm_global_functions = { ['creategroup'] = creategroup, ['nw'] = nw, ['n'] = n, ['ne'] = ne, ['w'] = w, ['e'] = e, ['sw'] = sw, ['s'] = s, ['se'] = se } local function refresh_groups(player) local groups = build_groups(player) player.gui.screen['biter_panel']['top']['group_select'].items = groups end local function on_gui_click(event) if not event then return end if not event.element then return end if not event.element.valid then return end local player = game.players[event.element.player_index] if event.element.name == 'biter_commands' then --top button press if global.biter_command.enabled or global.biter_command.whitelist[player.name] == true then biter_panel(player) return else top_button(player) player.print('Biter commander module is disabled.') return end else if global.biter_command.enabled or global.biter_command.whitelist[player.name] == true then top_button(player) end end if event.element.type ~= 'button' and event.element.type ~= 'sprite-button' then return end --if event.frame.name ~= "biter_panel" then return end local name = event.element.name if name == 'close_biters' then biter_panel(player) return end if name == 'info' then show_info(player) return end if name == 'close_info' then show_info(player) return end if comm_functions[name] then local target_group_id = event.element.parent.parent['top']['group_select'].items[event.element.parent.parent['top']['group_select'].selected_index] if not target_group_id then return end if target_group_id == 'Select Group' then player.print('No target group selected.', {r = 0.88, g = 0.88, b = 0.88}) return end -- local index = index(tonumber(target_group_id)) -- if not index then -- player.print("Selected group is no longer valid.", {r=0.88, g=0.88, b=0.88}) -- return -- end local group = global.biter_command.active_unit_groups[tonumber(target_group_id)] if group and group.group.valid then comm_functions[name](group.group, player) else refresh_groups(player) end return end if comm_global_functions[name] then comm_global_functions[name](player) return end end local function refresh_panel() for _, player in pairs(game.connected_players) do if player.gui.screen['biter_panel'] then refresh_groups(player) end end end local function on_player_joined_game(event) top_button(game.players[event.player_index]) end local function on_unit_group_created(event) if event and event.group and event.group.valid then global.biter_command.active_unit_groups[event.group.group_number] = {id = event.group.group_number, group = event.group} refresh_panel() end end local function on_unit_removed_from_group(event) if event and event.group and event.group.valid then if #event.group.members == 1 then global.biter_command.active_unit_groups[event.group.group_number] = nil refresh_panel() end end end event.add(defines.events.on_unit_removed_from_group, on_unit_removed_from_group) event.add(defines.events.on_unit_group_created, on_unit_group_created) event.add(defines.events.on_player_joined_game, on_player_joined_game) event.add(defines.events.on_gui_click, on_gui_click)