local BiterHealthBooster = require "modules.biter_health_booster" local BiterRolls = require "modules.wave_defense.biter_rolls" local SideTargets = require "modules.wave_defense.side_targets" local ThreatEvent = require "modules.wave_defense.threat_events" local update_gui = require "modules.wave_defense.gui" local threat_values = require "modules.wave_defense.threat_values" local WD = require "modules.wave_defense.table" local Alert = require 'utils.alert' local math_random = math.random local math_floor = math.floor local table_insert = table.insert local math_sqrt = math.sqrt local math_round = math.round local event = require 'utils.event' local Public = {} local group_size_modifier_raffle = {} local group_size_chances = {{4, 0.4}, {5, 0.5}, {6, 0.6}, {7, 0.7}, {8, 0.8}, {9, 0.9}, {10, 1}, {9, 1.1}, {8, 1.2}, {7, 1.3}, {6, 1.4}, {5, 1.5}, {4, 1.6}, {3, 1.7}, {2, 1.8}} for _, v in pairs(group_size_chances) do for c = 1, v[1], 1 do table_insert(group_size_modifier_raffle, v[2]) end end local group_size_modifier_raffle_size = #group_size_modifier_raffle local function debug_print(msg) local wave_defense_table = WD.get_table() if not wave_defense_table.debug then return end print("WaveDefense: " .. msg) 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 is_unit_valid(biter) local wave_defense_table = WD.get_table() if not biter.entity then debug_print("is_unit_valid - unit destroyed - does no longer exist") return false end if not biter.entity.valid then debug_print("is_unit_valid - unit destroyed - invalid") return false end if not biter.entity.unit_group then debug_print("is_unit_valid - unit destroyed - no unitgroup") return false end if biter.spawn_tick + wave_defense_table.max_biter_age < game.tick then debug_print("is_unit_valid - unit destroyed - timed out") return false end return true end local function refresh_active_unit_threat() local wave_defense_table = WD.get_table() debug_print("refresh_active_unit_threat - current value " .. wave_defense_table.active_biter_threat) local active_biter_threat = 0 for k, biter in pairs(wave_defense_table.active_biters) do if biter.entity then if biter.entity.valid then active_biter_threat = active_biter_threat + threat_values[biter.entity.name] end end end wave_defense_table.active_biter_threat = math_round(active_biter_threat * global.biter_health_boost, 2) debug_print("refresh_active_unit_threat - new value " .. wave_defense_table.active_biter_threat) end local function time_out_biters() local wave_defense_table = WD.get_table() for k, biter in pairs(wave_defense_table.active_biters) do if not is_unit_valid(biter) then wave_defense_table.active_biter_count = wave_defense_table.active_biter_count - 1 if biter.entity then if biter.entity.valid then wave_defense_table.active_biter_threat = wave_defense_table.active_biter_threat - math_round(threat_values[biter.entity.name] * global.biter_health_boost, 2) if biter.entity.force.index == 2 then biter.entity.destroy() end end end wave_defense_table.active_biters[k] = nil end end end local function get_random_close_spawner(surface) local wave_defense_table = WD.get_table() local spawners = surface.find_entities_filtered({type = "unit-spawner"}) if not spawners[1] then return false end local center = wave_defense_table.target.position local spawner = spawners[math_random(1,#spawners)] for i = 1, wave_defense_table.get_random_close_spawner_attempts, 1 do local spawner_2 = spawners[math_random(1,#spawners)] if (center.x - spawner_2.position.x) ^ 2 + (center.y - spawner_2.position.y) ^ 2 < (center.x - spawner.position.x) ^ 2 + (center.y - spawner.position.y) ^ 2 then spawner = spawner_2 end end debug_print("get_random_close_spawner - Found at x" .. spawner.position.x .. " y" .. spawner.position.y) return spawner end local function get_random_character(wave_defense_table) local characters = {} for _, player in pairs(game.connected_players) do if player.character then if player.character.valid then if player.character.surface.index == wave_defense_table.surface_index then characters[#characters + 1] = player.character end end end end if not characters[1] then return end return characters[math_random(1, #characters)] end local function set_main_target() local wave_defense_table = WD.get_table() if wave_defense_table.target then if wave_defense_table.target.valid then return end end local target = SideTargets.get_side_target() if not target then target = get_random_character(wave_defense_table) end if not target then return end wave_defense_table.target = target debug_print("set_main_target -- New main target " .. target.name .. " at position x" .. target.position.x .. " y" .. target.position.y .. " selected.") end local function set_group_spawn_position(surface) local wave_defense_table = WD.get_table() local spawner = get_random_close_spawner(surface) if not spawner then return end local position = surface.find_non_colliding_position("behemoth-biter", spawner.position, 64, 1) if not position then return end wave_defense_table.spawn_position = {x = position.x, y = position.y} debug_print("set_group_spawn_position -- Changed position to x" .. wave_defense_table.spawn_position.x .. " y" .. wave_defense_table.spawn_position.y .. ".") end local function set_enemy_evolution() local wave_defense_table = WD.get_table() local evolution_factor = wave_defense_table.wave_number * 0.001 local biter_health_boost = 1 --local damage_increase = 0 if evolution_factor > 1 then --damage_increase = damage_increase + (evolution_factor - 1) --biter_health_boost = biter_health_boost + (evolution_factor - 1) * 2 evolution_factor = 1 end if wave_defense_table.threat > 50000 then biter_health_boost = math_round(biter_health_boost + (wave_defense_table.threat - 50000) * 0.000033, 3) --damage_increase = math_round(damage_increase + wave_defense_table.threat * 0.0000025, 3) end global.biter_health_boost = biter_health_boost --game.forces.enemy.set_ammo_damage_modifier("melee", damage_increase) --game.forces.enemy.set_ammo_damage_modifier("biological", damage_increase) game.forces.enemy.evolution_factor = evolution_factor end local function can_units_spawn() local wave_defense_table = WD.get_table() if wave_defense_table.threat <= 0 then debug_print("can_units_spawn - threat too low") return false end if wave_defense_table.active_biter_count >= wave_defense_table.max_active_biters then debug_print("can_units_spawn - active biter count too high") return false end if wave_defense_table.active_biter_threat >= wave_defense_table.threat then debug_print("can_units_spawn - active biter threat too high (" .. wave_defense_table.active_biter_threat .. ")") return false end return true end local function get_active_unit_groups_count() local wave_defense_table = WD.get_table() local count = 0 for _, g in pairs(wave_defense_table.unit_groups) do if g.valid then if #g.members > 0 then count = count + 1 else g.destroy() end end end debug_print("Active unit group count: " .. count) return count end local function spawn_biter(surface, is_boss_biter) local wave_defense_table = WD.get_table() if not is_boss_biter then if not can_units_spawn() then return end end local name if math_random(1,100) > 73 then name = BiterRolls.wave_defense_roll_spitter_name() else name = BiterRolls.wave_defense_roll_biter_name() end --local position = surface.find_non_colliding_position(name, wave_defense_table.spawn_position, 48, 2) --if not position then return false end local biter = surface.create_entity({name = name, position = wave_defense_table.spawn_position, force = "enemy"}) biter.ai_settings.allow_destroy_when_commands_fail = false biter.ai_settings.allow_try_return_to_spawner = false if is_boss_biter then BiterHealthBooster.add_boss_unit(biter, global.biter_health_boost * 5, 0.35) end wave_defense_table.active_biters[biter.unit_number] = {entity = biter, spawn_tick = game.tick} wave_defense_table.active_biter_count = wave_defense_table.active_biter_count + 1 wave_defense_table.active_biter_threat = wave_defense_table.active_biter_threat + math_round(threat_values[name] * global.biter_health_boost, 2) return biter end local function set_next_wave() local wave_defense_table = WD.get_table() wave_defense_table.wave_number = wave_defense_table.wave_number + 1 local threat_gain = wave_defense_table.wave_number * wave_defense_table.threat_gain_multiplier if wave_defense_table.wave_number > 1000 then threat_gain = threat_gain * (wave_defense_table.wave_number * 0.001) end if wave_defense_table.wave_number % 25 == 0 then wave_defense_table.boss_wave = true wave_defense_table.boss_wave_warning = true if wave_defense_table.alert_boss_wave then local msg = 'Boss Wave: ' .. wave_defense_table.wave_number local pos = { position = wave_defense_table.spawn_position } Alert.alert_all_players_location(pos, msg, {r = 0.8, g = 0.1, b = 0.1}) end threat_gain = threat_gain * 2 else if wave_defense_table.boss_wave_warning then wave_defense_table.boss_wave_warning = false end end wave_defense_table.threat = wave_defense_table.threat + math_floor(threat_gain) wave_defense_table.last_wave = wave_defense_table.next_wave wave_defense_table.next_wave = game.tick + wave_defense_table.wave_interval if wave_defense_table.clear_corpses then local surface = game.surfaces[wave_defense_table.surface_index] for _, entity in pairs(surface.find_entities_filtered {type = 'corpse'}) do if math_random(1, 2) == 1 then entity.destroy() end end end end local function reform_group(group) local wave_defense_table = WD.get_table() local group_position = {x = group.position.x, y = group.position.y} local step_length = wave_defense_table.unit_group_command_step_length local position = group.surface.find_non_colliding_position("biter-spawner", group_position, step_length, 4) if position then local new_group = group.surface.create_unit_group{position = position, force = group.force} for key, biter in pairs(group.members) do new_group.add_member(biter) end debug_print("Creating new unit group, because old one was stuck.") table_insert(wave_defense_table.unit_groups, new_group) return new_group else debug_print("Destroying stuck group.") --table.remove(wave_defense_table.unit_groups, group) --need group id instead to work, so as of now, groups are removed only by regular remove checks :( ! group.destroy() end return nil end local function get_commmands(group) local wave_defense_table = WD.get_table() local commands = {} local group_position = {x = group.position.x, y = group.position.y} local step_length = wave_defense_table.unit_group_command_step_length if math_random(1,2) == 1 then local side_target = SideTargets.get_side_target() if side_target then local target_position = side_target.position local distance_to_target = math_floor(math_sqrt((target_position.x - group_position.x) ^ 2 + (target_position.y - group_position.y) ^ 2)) local steps = math_floor(distance_to_target / step_length) + 1 local vector = {math_round((target_position.x - group_position.x) / steps, 3), math_round((target_position.y - group_position.y) / steps, 3)} if wave_defense_table.debug then debug_print("get_commmands - to side_target x" .. side_target.position.x .. " y" .. side_target.position.y) debug_print("get_commmands - distance_to_target:" .. distance_to_target .. " steps:" .. steps) debug_print("get_commmands - vector " .. vector[1] .. "_" .. vector[2]) end for i = 1, steps, 1 do local old_position = group_position group_position.x = group_position.x + vector[1] group_position.y = group_position.y + vector[2] local obstacles = group.surface.find_entities_filtered{position = old_position, radius = step_length, type = {"simple-entity", "tree"}, limit = 50} if obstacles then shuffle_distance(obstacles, old_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 local position = group.surface.find_non_colliding_position("rocket-silo", group_position, step_length, 4) if position then -- commands[#commands + 1] = { -- type = defines.command.go_to_location, -- destination = {x = position.x, y = position.y}, -- distraction = defines.distraction.by_anything -- } commands[#commands + 1] = { type = defines.command.attack_area, destination = {x = position.x, y = position.y}, radius = 16, distraction = defines.distraction.by_anything } else local obstacles = group.surface.find_entities_filtered{position = group_position, radius = step_length, type = {"simple-entity", "tree"}, limit = 50} if obstacles then shuffle_distance(obstacles, old_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 end end commands[#commands + 1] = { type = defines.command.attack, target = side_target, distraction = defines.distraction.by_enemy, } end end local target_position = wave_defense_table.target.position local distance_to_target = math_floor(math_sqrt((target_position.x - group_position.x) ^ 2 + (target_position.y - group_position.y) ^ 2)) local steps = math_floor(distance_to_target / step_length) + 1 local vector = {math_round((target_position.x - group_position.x) / steps, 3), math_round((target_position.y - group_position.y) / steps, 3)} if wave_defense_table.debug then debug_print("get_commmands - to main target x" .. target_position.x .. " y" .. target_position.y) debug_print("get_commmands - distance_to_target:" .. distance_to_target .. " steps:" .. steps) debug_print("get_commmands - vector " .. vector[1] .. "_" .. vector[2]) end for i = 1, steps, 1 do local old_position = group_position group_position.x = group_position.x + vector[1] group_position.y = group_position.y + vector[2] local obstacles = group.surface.find_entities_filtered{position = old_position, radius = step_length / 2, type = {"simple-entity", "tree"}, limit = 50} if obstacles then shuffle_distance(obstacles, old_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 local position = group.surface.find_non_colliding_position("rocket-silo", group_position, step_length, 1) if position then commands[#commands + 1] = { type = defines.command.attack_area, destination = {x = position.x, y = position.y}, radius = 16, distraction = defines.distraction.by_anything } end end commands[#commands + 1] = { type = defines.command.attack_area, destination = {x = target_position.x, y = target_position.y}, radius = 8, distraction = defines.distraction.by_enemy } commands[#commands + 1] = { type = defines.command.attack, target = wave_defense_table.target, distraction = defines.distraction.by_enemy, } return commands end local function command_unit_group(group) local wave_defense_table = WD.get_table() if not wave_defense_table.unit_group_last_command[group.group_number] then wave_defense_table.unit_group_last_command[group.group_number] = game.tick - (wave_defense_table.unit_group_command_delay + 1) end if wave_defense_table.unit_group_last_command[group.group_number] then if wave_defense_table.unit_group_last_command[group.group_number] + wave_defense_table.unit_group_command_delay > game.tick then return end end local tile = group.surface.get_tile(group.position) if tile.valid and tile.collides_with("player-layer") then group = reform_group(group) end if not group then return end group.set_command({ type = defines.command.compound, structure_type = defines.compound_command.return_last, commands = get_commmands(group) }) wave_defense_table.unit_group_last_command[group.group_number] = game.tick end local function give_commands_to_unit_groups() local wave_defense_table = WD.get_table() if #wave_defense_table.unit_groups == 0 then return end if not wave_defense_table.target then return end if not wave_defense_table.target.valid then return end for k, group in pairs(wave_defense_table.unit_groups) do if group.valid then command_unit_group(group) else table.remove(wave_defense_table.unit_groups, k) end end end local function spawn_unit_group() local wave_defense_table = WD.get_table() if not can_units_spawn() then return end if not wave_defense_table.target then return end if not wave_defense_table.target.valid then return end if get_active_unit_groups_count() >= wave_defense_table.max_active_unit_groups then return end local surface = game.surfaces[wave_defense_table.surface_index] set_group_spawn_position(surface) local pos = wave_defense_table.spawn_position if not surface.can_place_entity({name = "small-biter", position = pos}) then return end local radius = 10 local area = {left_top = {pos.x - radius, pos.y - radius}, right_bottom = {pos.x + radius, pos.y + radius}} for k,v in pairs(surface.find_entities_filtered{area = area, name = "land-mine"}) do if v and v.valid then v.die() end end BiterRolls.wave_defense_set_unit_raffle(wave_defense_table.wave_number) debug_print("Spawning unit group at x" .. wave_defense_table.spawn_position.x .." y" .. wave_defense_table.spawn_position.y) local unit_group = surface.create_unit_group({position = wave_defense_table.spawn_position, force = "enemy"}) local group_size = math_floor(wave_defense_table.average_unit_group_size * group_size_modifier_raffle[math_random(1, group_size_modifier_raffle_size)]) for _ = 1, group_size, 1 do local biter = spawn_biter(surface) if not biter then break end unit_group.add_member(biter) end if wave_defense_table.boss_wave then local count = math_random(1, math_floor(wave_defense_table.wave_number * 0.01) + 2) if count > 8 then count = 8 end for _ = 1, count, 1 do local biter = spawn_biter(surface, true) if not biter then break end unit_group.add_member(biter) end wave_defense_table.boss_wave = false end table_insert(wave_defense_table.unit_groups, unit_group) return true end local function log_threat() local wave_defense_table = WD.get_table() wave_defense_table.threat_log_index = wave_defense_table.threat_log_index + 1 wave_defense_table.threat_log[wave_defense_table.threat_log_index] = wave_defense_table.threat if wave_defense_table.threat_log_index > 900 then wave_defense_table.threat_log[wave_defense_table.threat_log_index - 901] = nil end end local tick_tasks = { [30] = set_main_target, [60] = set_enemy_evolution, [90] = spawn_unit_group, [120] = give_commands_to_unit_groups, [150] = ThreatEvent.build_nest, [180] = ThreatEvent.build_worm, [3600] = time_out_biters, [7200] = refresh_active_unit_threat, } local function on_tick() local wave_defense_table = WD.get_table() if wave_defense_table.game_lost then return end if game.tick > wave_defense_table.next_wave then set_next_wave() end local t = game.tick % 300 local t2 = game.tick % 18000 if tick_tasks[t] then tick_tasks[t]() end if tick_tasks[t2] then tick_tasks[t2]() end if game.tick % 60 == 0 then log_threat() end for _, player in pairs(game.connected_players) do update_gui(player) end end local function on_init() local wave_defense_table = WD.get_table() wave_defense_table.reset_wave_defense() end event.on_nth_tick(30, on_tick) return Public