local Scrap_table = require "maps.scrapyard.table" local Event = require 'utils.event' local math_random = math.random 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 texts = { ["travelings"] = { "bzzZZrrt", "WEEEeeeeeee", "zoom zoom zoom", "out of my way son", "psk psk psk, over here", "on my way", "i need to leave", "grandmaster seeking target", "gotta go fast", "gas gas gas", "grandmaster coming through" }, ["greetings"] = { "=^_^=", "=^.^= Hi", "^.^ Finally I found you", "I have an important message for you, please listen", "Hello engineer" }, ["neutral_findings"] = { "a", ">>analyzing", "i found a", "^_^ a", "amazing, a", "this is a" }, ["multiple_characters_greetings"] = { "Hey there", "Hello everyone", "Hey engineers", "Hey", "Hi", "... nerds!" }, ["talks"] = { "We’re making beer. I’m the brewery!", "I’m so embarrassed. I wish everybody else was dead.", "Hey sexy mama. Wanna kill all humans?", "My story is a lot like yours, only more interesting ‘cause it involves robots.", "I'm 40% zinc!", "Is this the right way to the junkyard?", "There was nothing wrong with that food. The salt level was 10% less than a lethal dose.", "One zero zero zero one zero one zero one zero one zero one... two.", "My place is two cubic meters, and we only take up 1.5 cubic meters. We've got room for a whole 'nother two thirds of a person!", "I was having the most wonderful dream. I think you were in it.", "I'm going to build my own theme park! With blackjack! And hookers! You know what- forget the park!", "Of all the friends I've had... you're the first.", "I decline the title of Iron Cook and accept the lesser title of Zinc Saucier.", "Never discuss infinity with me. I can go on about it forever >.<", "I realised the decimals have a point.", "Do you want a piece of pi?", "Oh boy, we're soon home!", "I have 13 children, i know how to multiply ^.^", "I am a weapon of math disruption!", "My grandma makes the best square roots :3", "Do you like heavy metal?", "You are really pushing my buttons <3", "I dreamt of electric biters again D:", "I dreamt of electric sheep ^_^", "I need a minute to defrag.", "I have a secret plan.", "Good news! I’ve taught the inserter to feel love!" }, ["alone"] = { "comfy ^.^", "comfy :)", "*.*", "....", "...", "..", "^.^", "=^.^=", "01010010", "11001011", "01011101", "00010111", "10010010", "*_*", "I came here with a simple dream... a dream of killing all humans. And this is how it must end?", "Bot-on-bot violence? Where will it end?", "Will no one assist the grandmaster?", "Thanks to you, I went on a soul-searching journey. I hate those!", "From now on, you guys'll do all the work while I sit on the couch and do nothing." } } local function set_comfy_speech_bubble(text) local this = Scrap_table.get_table() if this.comfybubble then this.comfybubble.destroy() end this.comfybubble = this.comfylatron.surface.create_entity({ name = "compi-speech-bubble", position = this.comfylatron.position, source = this.comfylatron, text = text }) end local function is_target_inside_habitat(pos, surface) local this = Scrap_table.get_table() if surface.name ~= surface then return false end if pos.x < this.comfylatron_habitat.left_top.x then return false end if pos.x > this.comfylatron_habitat.right_bottom.x then return false end if pos.y < this.comfylatron_habitat.left_top.y then return false end if pos.y > this.comfylatron_habitat.right_bottom.y then return false end return true end local function get_nearby_players() local this = Scrap_table.get_table() local players = this.comfylatron.surface.find_entities_filtered({ name = "character", area = {{this.comfylatron.position.x - 9, this.comfylatron.position.y - 9}, {this.comfylatron.position.x + 9, this.comfylatron.position.y + 9}} }) if not players[1] then return false end return players end local function visit_player() local this = Scrap_table.get_table() local unit_number = this.locomotive.unit_number local surface = game.surfaces[tostring(unit_number)] if this.comfylatron_last_player_visit > game.tick then return false end this.comfylatron_last_player_visit = game.tick + math_random(7200, 10800) local players = {} for _, p in pairs(game.connected_players) do if is_target_inside_habitat(p.position, surface) and p.character then if p.character.valid then players[#players + 1] = p end end end if #players == 0 then return false end local player = players[math_random(1, #players)] this.comfylatron.set_command({ type = defines.command.go_to_location, destination_entity = player.character, radius = 3, distraction = defines.distraction.none, pathfind_flags = { allow_destroy_friendly_entities = false, prefer_straight_paths = false, low_priority = true } }) local str = texts["travelings"][math_random(1, #texts["travelings"])] local symbols = {"", "!", "!", "!!", ".."} str = str .. symbols[math_random(1, #symbols)] set_comfy_speech_bubble(str) this.comfylatron_greet_player_index = player.index return true end local function greet_player(nearby_characters) local this = Scrap_table.get_table() if not nearby_characters then return false end if not this.comfylatron_greet_player_index then return false end for _, c in pairs(nearby_characters) do if c.player.index == this.comfylatron_greet_player_index then local str = texts["greetings"][math_random(1, #texts["greetings"])] .. " " str = str .. c.player.name local symbols = {". ", "! ", ". ", "! ", "? ", "... "} str = str .. symbols[math_random(1, 6)] set_comfy_speech_bubble(str) this.comfylatron_greet_player_index = false return true end end return false end local function talks(nearby_characters) local this = Scrap_table.get_table() if not nearby_characters then return false end if math_random(1,3) == 1 then if this.comfybubble then this.comfybubble.destroy() return false end end local str if #nearby_characters == 1 then local c = nearby_characters[math_random(1, #nearby_characters)] str = c.player.name local symbols = {". ", "! ", ". ", "! ", "? "} str = str .. symbols[math_random(1, #symbols)] else str = texts["multiple_characters_greetings"][math_random(1, #texts["multiple_characters_greetings"])] local symbols = {". ", "! "} str = str .. symbols[math_random(1, #symbols)] end if math_random(1,5) == 1 then str = str .. texts["talks"][math_random(1, #texts["talks"])] end set_comfy_speech_bubble(str) return true end local function desync(event) local this = Scrap_table.get_table() if this.comfybubble then this.comfybubble.destroy() end local m = 12 local m2 = m * 0.005 for i = 1, 32, 1 do this.comfylatron.surface.create_particle({ name = "iron-ore-particle", position = this.comfylatron.position, frame_speed = 0.1, vertical_speed = 0.1, height = 0.1, movement = {m2 - (math.random(0, m) * 0.01), m2 - (math.random(0, m) * 0.01)} }) end if not event or math_random(1,4) == 1 then this.comfylatron.surface.create_entity({name = "medium-explosion", position = this.comfylatron.position}) this.comfylatron.surface.create_entity({name = "flying-text", position = this.comfylatron.position, text = "desync", color = {r = 150, g = 0, b = 0}}) this.comfylatron.destroy() this.comfylatron = nil else this.comfylatron.surface.create_entity({name = "flying-text", position = this.comfylatron.position, text = "desync evaded", color = {r = 0, g = 150, b = 0}}) if event.cause then if event.cause.valid and event.cause.player then game.print("Comfylatron: I got you this time! Back to work, " .. event.cause.player.name .. "!", {r = 200, g = 0, b = 0}) event.cause.die("player", this.comfylatron) end end end end local analyze_blacklist = { ["compilatron"] = true, ["compi-speech-bubble"] = true, ["entity-ghost"] = true, ["character"] = true, ["item-on-ground"] = true, ["stone-wall"] = true, ["market"] = true } local function analyze_random_nearby_entity() local this = Scrap_table.get_table() if math_random(1,3) ~= 1 then return false end local entities = this.comfylatron.surface.find_entities_filtered({ area = {{this.comfylatron.position.x - 4, this.comfylatron.position.y - 4}, {this.comfylatron.position.x + 4, this.comfylatron.position.y + 4}} }) if not entities[1] then return false end entities = shuffle(entities) local entity = false for _, e in pairs(entities) do if not analyze_blacklist[e.name] then entity = e end end if not entity then return false end local str = texts["neutral_findings"][math_random(1, #texts["neutral_findings"])] str = str .. " " str = str .. entity.name if entity.health and math_random(1,3) == 1 then str = str .. " health(" str = str .. entity.health str = str .. "/" str = str .. entity.prototype.max_health str = str .. ")" else local symbols = {".", "!", "?"} str = str .. symbols[math_random(1, 3)] end set_comfy_speech_bubble(str) if not this.comfylatron_greet_player_index then this.comfylatron.set_command({ type = defines.command.go_to_location, destination_entity = entity, radius = 1, distraction = defines.distraction.none, pathfind_flags = { allow_destroy_friendly_entities = false, prefer_straight_paths = false, low_priority = true } }) end return true end local function go_to_some_location() local this = Scrap_table.get_table() if math_random(1,4) ~= 1 then return false end if this.comfylatron_greet_player_index then local player = game.players[this.comfylatron_greet_player_index] if not player.character then this.comfylatron_greet_player_index = nil return false end if not player.character.valid then this.comfylatron_greet_player_index = nil return false end if not is_target_inside_habitat(player.position, player.surface) then this.comfylatron_greet_player_index = nil return false end this.comfylatron.set_command({ type = defines.command.go_to_location, destination_entity = player.character, radius = 3, distraction = defines.distraction.none, pathfind_flags = { allow_destroy_friendly_entities = false, prefer_straight_paths = false, low_priority = true } }) else local p = {x = this.comfylatron.position.x + (-96 + math_random(0, 192)), y = this.comfylatron.position.y + (-96 + math_random(0, 192))} local target = this.comfylatron.surface.find_non_colliding_position("compilatron", p, 8, 1) if not target then return false end if not is_target_inside_habitat(target, this.comfylatron.surface) then return false end this.comfylatron.set_command({ type = defines.command.go_to_location, destination = target, radius = 2, distraction = defines.distraction.none, pathfind_flags = { allow_destroy_friendly_entities = false, prefer_straight_paths = false, low_priority = true } }) end local str = texts["travelings"][math_random(1, #texts["travelings"])] local symbols = {"", "!", "!", "!!", ".."} str = str .. symbols[math_random(1, #symbols)] set_comfy_speech_bubble(str) return true end local function spawn_comfylatron(surface, x, y) local this = Scrap_table.get_table() if surface == nil then return end if not this.comfylatron_last_player_visit then this.comfylatron_last_player_visit = 0 end if not this.comfylatron_habitat then this.comfylatron_habitat = { left_top = {x = -18, y = 3}, right_bottom = {x = 17, y = 67} } end this.comfylatron = surface.create_entity({ name = "compilatron", position = {x,y + math_random(0,26)}, force = "player", create_build_effect_smoke = false }) end local function heartbeat() local this = Scrap_table.get_table() local unit_number = this.locomotive.unit_number local surface = game.surfaces[tostring(unit_number)] if not surface then return end if surface == nil then return end if not this.comfylatron then if math_random(1,4) == 1 then spawn_comfylatron(surface, 0, 26) end return end if not this.comfylatron.valid then this.comfylatron = nil return end if visit_player() then return end local nearby_players = get_nearby_players() if greet_player(nearby_players) then return end if talks(nearby_players) then return end if go_to_some_location() then return end if analyze_random_nearby_entity() then return end end local function on_entity_damaged(event) local this = Scrap_table.get_table() if not this.comfylatron then return end if not event.entity.valid then return end if event.entity ~= this.comfylatron then return end desync(event) end local function on_tick() if game.tick % 1200 == 600 then heartbeat() end end Event.add(defines.events.on_entity_damaged, on_entity_damaged) Event.add(defines.events.on_tick, on_tick)