local biter_waves = require "maps.wave_of_death.biter_waves" local ai = {} ai.send_wave_command = function(lane_number) local surface = game.surfaces["nauvis"] for _, unit in pairs(global.wod_biters) do if unit.entity.valid then if unit.lane_number == lane_number then unit.entity.set_command({ type = defines.command.attack_area, destination = global.loaders[lane_number].position, radius = 32, distraction = defines.distraction.by_anything, }) end end end end ai.spawn_wave = function(surface, lane_number, amount_modifier) local wave_number = global.wod_lane[lane_number].current_wave if not biter_waves[wave_number] then wave_number = #biter_waves end local is_spread_wave = true if amount_modifier == 1 then is_spread_wave = false end if not global.loaders[lane_number].valid then return end local spawn_position = {x = global.loaders[lane_number].position.x, y = global.loaders[lane_number].position.y - 96} for _, biter_type in pairs(biter_waves[wave_number]) do for count = 1, math.floor(biter_type.amount * amount_modifier), 1 do local pos = surface.find_non_colliding_position(biter_type.name, spawn_position, 96, 2) local biter = surface.create_entity({name = biter_type.name, position = pos, force = "enemy"}) global.wod_biters[biter.unit_number] = {entity = biter, lane_number = lane_number, spread_wave = is_spread_wave} if not is_spread_wave then global.wod_lane[lane_number].alive_biters = global.wod_lane[lane_number].alive_biters + 1 end end end if is_spread_wave then return end global.wod_lane[lane_number].current_wave = global.wod_lane[lane_number].current_wave + 1 end --on_entity_died event ai.spawn_spread_wave = function(event) local entity = event.entity if not entity.unit_number then return end if not global.wod_biters[entity.unit_number] then return end if global.wod_biters[entity.unit_number].spread_wave then global.wod_biters[entity.unit_number] = nil return end local trigger_lane_number = global.wod_biters[entity.unit_number].lane_number global.wod_lane[trigger_lane_number].alive_biters = global.wod_lane[trigger_lane_number].alive_biters - 1 if global.wod_lane[trigger_lane_number].alive_biters ~= 0 then return end for lane_number = 1, 4, 1 do if lane_number ~= trigger_lane_number then ai.spawn_wave(entity.surface, lane_number, global.spread_amount_modifier) ai.send_wave_command(lane_number) end end game.print("Lane #" .. trigger_lane_number .. " has spread biters.") end --on_entity_rotated event ai.trigger_new_wave = function(event) local entity = event.entity if entity.name ~= "loader" then return end local lane_number = tonumber(entity.force.name) if not global.wod_lane[lane_number] then return end if global.wod_lane[lane_number].alive_biters > 0 then entity.force.print("There are " .. global.wod_lane[lane_number].alive_biters .. " spawned biters left.", {r = 180, g = 0, b = 0}) return end ai.spawn_wave(entity.surface, lane_number, 1) ai.send_wave_command(lane_number) for _, player in pairs(game.connected_players) do player.play_sound{path="utility/new_objective", volume_modifier=0.3} --dont know if a sound would be annoying in a game with 10 lanes playing ^^ maybe a short sound end game.print("Lane #" .. entity.force.name .. " has summoned wave ") end return ai