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)