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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/maps/chronosphere/event_functions.lua
2024-01-28 20:42:28 +01:00

516 lines
20 KiB
Lua

local Chrono_table = require 'maps.chronosphere.table'
local Balance = require 'maps.chronosphere.balance'
local Difficulty = require 'modules.difficulty_vote'
local Chrono = require 'maps.chronosphere.chrono'
local Upgrades = require 'maps.chronosphere.upgrades'
local Public = {}
local tick_tack_trap = require 'utils.functions.tick_tack_trap'
local unearthing_worm = require 'utils.functions.unearthing_worm'
local unearthing_biters = require 'utils.functions.unearthing_biters'
local math_random = math.random
local math_floor = math.floor
local math_ceil = math.ceil
local function get_ore_amount(scrap)
local objective = Chrono_table.get_table()
local scaling = (game.forces.player.mining_drill_productivity_bonus - 1) / 2
local amount = Balance.Base_ore_loot_yield(objective.chronojumps, scrap) * (1 + scaling)
if not scrap then
amount = amount * objective.world.ores.factor
end
if amount > 500 then
amount = 500
end
amount = math_random(math_floor(amount * 0.7), math_floor(amount * 1.3))
if amount < 1 then
amount = 1
end
return amount
end
local function reward_ores(amount, mined_loot, surface, player, entity)
local a = 0
if player then
a = player.insert {name = mined_loot, count = amount}
end
amount = amount - a
if amount > 0 then
if amount >= 50 then
for i = 1, math_floor(amount / 50), 1 do
local e = surface.create_entity {name = 'item-on-ground', position = entity.position, stack = {name = mined_loot, count = 50}}
if e and e.valid then
e.to_be_looted = true
end
amount = amount - 50
end
end
if amount > 0 then
if amount < 5 then
surface.spill_item_stack(entity.position, {name = mined_loot, count = amount}, true)
else
local e = surface.create_entity {name = 'item-on-ground', position = entity.position, stack = {name = mined_loot, count = amount}}
if e and e.valid then
e.to_be_looted = true
end
end
end
end
end
local function flying_text(surface, position, text, color)
surface.create_entity(
{
name = 'flying-text',
position = {position.x, position.y - 0.5},
text = text,
color = color
}
)
end
function Public.biters_chew_rocks_faster(event)
if not event.cause then
return
end
if not event.cause.valid then
return
end
if event.cause.force.index ~= 2 then
return
end --Enemy Force
event.entity.health = event.entity.health - event.final_damage_amount * 5
end
function Public.isprotected(entity)
if entity.surface.name == 'cargo_wagon' then
return true
end
local objective = Chrono_table.get_table()
local protected = {objective.locomotive, objective.locomotive_cargo[1], objective.locomotive_cargo[2], objective.locomotive_cargo[3]}
for i = 1, #protected do
if protected[i] == entity then
return true
end
end
for _, chest in pairs(objective.comfychests) do
if chest == entity then
return true
end
end
return false
end
function Public.trap(entity, trap)
if trap then
tick_tack_trap(entity.surface, entity.position)
tick_tack_trap(entity.surface, {x = entity.position.x + math_random(-2, 2), y = entity.position.y + math_random(-2, 2)})
return
end
if math_random(1, 256) == 1 then
tick_tack_trap(entity.surface, entity.position)
return
end
if math_random(1, 128) == 1 then
unearthing_worm(entity.surface, entity.surface.find_non_colliding_position('big-worm-turret', entity.position, 5, 1))
end
if math_random(1, 64) == 1 then
unearthing_biters(entity.surface, entity.position, math_random(4, 8))
end
end
function Public.lava_planet(event)
local playertable = Chrono_table.get_player_table()
local player = game.get_player(event.player_index)
if not player.character then
return
end
if player.character.driving then
return
end
local surface = player.surface
if surface.name == 'cargo_wagon' then
return
end
local safe = {'stone-path', 'concrete', 'hazard-concrete-left', 'hazard-concrete-right', 'refined-concrete', 'refined-hazard-concrete-left', 'refined-hazard-concrete-right'}
local pavement = surface.get_tile(player.position.x, player.position.y)
for i = 1, 7, 1 do
if pavement.name == safe[i] then
return
end
end
if not playertable.flame_boots[player.index].steps then
playertable.flame_boots[player.index].steps = {}
end
local steps = playertable.flame_boots[player.index].steps
local elements = #steps
steps[elements + 1] = {x = player.position.x, y = player.position.y}
if elements > 10 then
surface.create_entity({name = 'fire-flame', position = steps[elements - 1]})
for i = 1, elements, 1 do
steps[i] = steps[i + 1]
end
steps[elements + 1] = nil
end
end
function Public.shred_simple_entities(entity)
if game.forces.enemy.evolution_factor < 0.25 then
return
end
local simple_entities = entity.surface.find_entities_filtered({type = {'simple-entity', 'tree'}, area = {{entity.position.x - 3, entity.position.y - 3}, {entity.position.x + 3, entity.position.y + 3}}})
for _, simple_entity in pairs(simple_entities) do
if simple_entity.valid then
simple_entity.destroy()
end
end
end
function Public.spawner_loot(surface, position)
if math_random(1, 18) == 1 then
local objective = Chrono_table.get_table()
local count = math_random(1, 1 + objective.chronojumps)
objective.research_tokens.weapons = objective.research_tokens.weapons + count
flying_text(surface, position, {'chronosphere.token_weapons_add', count}, {r = 0.8, g = 0.8, b = 0.8})
script.raise_event(Chrono_table.events['update_upgrades_gui'], {})
end
end
function Public.research_loot(event)
local objective = Chrono_table.get_table()
local bonus = 1
if #event.research.research_unit_ingredients >= 6 then
bonus = 2
end
objective.research_tokens.tech = objective.research_tokens.tech + 5 * #event.research.research_unit_ingredients * bonus
script.raise_event(Chrono_table.events['update_upgrades_gui'], {})
end
function Public.tree_loot()
local objective = Chrono_table.get_table()
objective.research_tokens.ecology = objective.research_tokens.ecology + 1
script.raise_event(Chrono_table.events['update_upgrades_gui'], {})
end
function Public.choppy_loot(event)
local entity = event.entity
local choppy_entity_yield = {
['tree-01'] = {'iron-ore'},
['tree-02-red'] = {'copper-ore'},
['tree-04'] = {'coal'},
['tree-08-brown'] = {'stone'}
}
if choppy_entity_yield[entity.name] then
if event.buffer then
event.buffer.clear()
end
if not event.player_index then
return
end
local amount = math_ceil(get_ore_amount(false) / 2)
local second_item_amount = math_random(1, 3)
local second_item = 'wood'
local main_item = choppy_entity_yield[entity.name][math_random(1, #choppy_entity_yield[entity.name])]
local text = '+' .. amount .. ' [item=' .. main_item .. '] +' .. second_item_amount .. ' [item=' .. second_item .. ']'
local player = game.get_player(event.player_index)
flying_text(entity.surface, entity.position, text, {r = 0.8, g = 0.8, b = 0.8})
reward_ores(amount, main_item, entity.surface, player, player)
reward_ores(second_item_amount, second_item, entity.surface, player, player)
end
end
function Public.rocky_loot(event)
local player = game.get_player(event.player_index)
local amount = math_ceil(get_ore_amount(false))
local rock_mining = {'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'stone', 'stone', 'coal', 'coal'}
local mined_loot = rock_mining[math_random(1, #rock_mining)]
local text = '+' .. amount .. ' [item=' .. mined_loot .. ']'
flying_text(player.surface, player.position, text, {r = 0.98, g = 0.66, b = 0.22})
reward_ores(amount, mined_loot, player.surface, player, player)
reward_ores(math_random(1, 3), 'raw-fish', player.surface, player, player)
end
function Public.scrap_loot(event)
local objective = Chrono_table.get_table()
local scrap_table = Balance.scrap()
local scrap = scrap_table.main[math_random(1, #scrap_table.main)]
local scrap2 = scrap_table.second[math_random(1, #scrap_table.second)]
local amount = math_ceil(get_ore_amount(true) * scrap.amount)
local amount2 = math_ceil(get_ore_amount(true) * scrap2.amount)
local player = game.get_player(event.player_index)
local text = '+' .. amount .. ' [item=' .. scrap.name .. '] + ' .. amount2 .. ' [item=' .. scrap2.name .. ']'
flying_text(player.surface, player.position, text, {r = 0.98, g = 0.66, b = 0.22})
reward_ores(amount, scrap.name, player.surface, player, player)
reward_ores(amount2, scrap2.name, player.surface, player, player)
if math_random(1, 50) == 1 then
objective.research_tokens.tech = objective.research_tokens.tech + 1
flying_text(player.surface, {x = player.position.x, y = player.position.y - 0.5}, {'chronosphere.token_tech_add', 1}, {r = 0.8, g = 0.8, b = 0.8})
end
end
local biter_yield = {
['behemoth-biter'] = 5,
['behemoth-spitter'] = 5,
['behemoth-worm-turret'] = 6,
['big-biter'] = 3,
['big-spitter'] = 3,
['big-worm-turret'] = 4,
['biter-spawner'] = 10,
['medium-biter'] = 2,
['medium-spitter'] = 2,
['medium-worm-turret'] = 3,
['small-biter'] = 1,
['small-spitter'] = 1,
['small-worm-turret'] = 2,
['spitter-spawner'] = 10
}
function Public.swamp_loot(event)
local objective = Chrono_table.get_table()
local surface = game.surfaces[objective.active_surface_index]
local amount = math_floor(get_ore_amount(false) / 10)
if biter_yield[event.entity.name] then
amount = math_floor((get_ore_amount(false) * biter_yield[event.entity.name]) / 10)
end
if amount > 50 then
amount = 50
end
local rock_mining = {'iron-ore', 'iron-ore', 'coal'}
local mined_loot = rock_mining[math_random(1, #rock_mining)]
reward_ores(amount, mined_loot, surface, nil, event.entity)
local text = '+' .. amount .. ' [img=item/' .. mined_loot .. ']'
flying_text(surface, event.entity.position, text, {r = 0.7, g = 0.8, b = 0.4})
end
function Public.biter_loot(event)
local objective = Chrono_table.get_table()
if biter_yield[event.entity.name] then
objective.research_tokens.biters = objective.research_tokens.biters + biter_yield[event.entity.name]
end
end
function Public.danger_silo(entity)
local objective = Chrono_table.get_table()
if objective.world.id == 2 and objective.world.variant.id == 2 then
if objective.dangers and #objective.dangers > 1 then
for i = 1, #objective.dangers, 1 do
if entity == objective.dangers[i].silo then
game.print({'chronosphere.message_silo', Balance.nukes_looted_per_silo(Difficulty.get().difficulty_vote_value)}, {r = 0.98, g = 0.66, b = 0.22})
objective.dangers[i].destroyed = true
objective.dangers[i].silo = nil
objective.dangers[i].speaker.destroy()
objective.dangers[i].combinator.destroy()
objective.dangers[i].solar.destroy()
objective.dangers[i].acu.destroy()
objective.dangers[i].pole.destroy()
rendering.destroy(objective.dangers[i].text)
rendering.destroy(objective.dangers[i].timer)
objective.dangers[i].text = -1
objective.dangers[i].timer = -1
end
end
end
end
end
function Public.biter_immunities(event)
local objective = Chrono_table.get_table()
local id = objective.world.id
if event.damage_type.name == 'fire' then
if id == 1 and objective.world.variant.id == 11 then --lava planet
event.entity.health = event.entity.health + event.final_damage_amount
local fire = event.entity.stickers
if fire and #fire > 0 then
for i = 1, #fire, 1 do
if fire[i].sticked_to == event.entity and fire[i].name == 'fire-sticker' then
fire[i].destroy()
break
end
end
end
-- else -- other planets
-- event.entity.health = math_floor(event.entity.health + event.final_damage_amount - (event.final_damage_amount / (1 + 0.02 * Difficulty.get().difficulty_vote_value * objective.chronojumps)))
end
elseif event.damage_type.name == 'poison' then
if id == 8 then --swamp planet
event.entity.health = event.entity.health + event.final_damage_amount
else
if objective.upgrades[25] > 0 then
event.entity.health = event.entity.health - event.final_damage_amount * (0.25 * objective.upgrades[25])
end
end
end
end
function Public.flamer_nerfs()
local objective = Chrono_table.get_table()
local difficulty = Difficulty.get().difficulty_vote_value
local flame_researches = {
[1] = {name = 'refined-flammables-1', bonus = 0.2},
[2] = {name = 'refined-flammables-2', bonus = 0.2},
[3] = {name = 'refined-flammables-3', bonus = 0.2},
[4] = {name = 'refined-flammables-4', bonus = 0.3},
[5] = {name = 'refined-flammables-5', bonus = 0.3},
[6] = {name = 'refined-flammables-6', bonus = 0.4},
[7] = {name = 'refined-flammables-7', bonus = 0.2}
}
local flamer_power = 0
for i = 1, 6, 1 do
if game.forces.player.technologies[flame_researches[i].name].researched then
flamer_power = flamer_power + flame_researches[i].bonus
end
end
flamer_power = flamer_power + (game.forces.player.technologies[flame_researches[7].name].level - 7) * 0.2
game.forces.player.set_ammo_damage_modifier('flamethrower', flamer_power - Balance.flamers_nerfs_size(objective.chronojumps, difficulty))
game.forces.player.set_turret_attack_modifier('flamethrower-turret', flamer_power - Balance.flamers_nerfs_size(objective.chronojumps, difficulty))
end
local mining_researches = {
-- these already give .1 productivity so we're only adding .1 to get to 20%
['mining-productivity-1'] = {bonus_productivity = .1, bonus_mining_speed = .2, bonus_inventory = 10},
['mining-productivity-2'] = {bonus_productivity = .1, bonus_mining_speed = .2, bonus_inventory = 10},
['mining-productivity-3'] = {bonus_productivity = .1, bonus_mining_speed = .2, bonus_inventory = 10},
['mining-productivity-4'] = {bonus_productivity = .1, bonus_mining_speed = .2, bonus_inventory = 10, infinite = true, infinite_level = 4}
}
function Public.mining_buffs(event)
local force = game.forces.player
if event == nil then
-- initialization/reset call
force.mining_drill_productivity_bonus = force.mining_drill_productivity_bonus + 1
force.manual_mining_speed_modifier = force.manual_mining_speed_modifier + 1
return
end
if mining_researches[event.research.name] == nil then
return
end
local tech = mining_researches[event.research.name]
if tech.bonus_productivity then
force.mining_drill_productivity_bonus = force.mining_drill_productivity_bonus + tech.bonus_productivity
end
if tech.bonus_mining_speed then
force.manual_mining_speed_modifier = force.manual_mining_speed_modifier + tech.bonus_mining_speed
end
if tech.bonus_inventory then
force.character_inventory_slots_bonus = force.character_inventory_slots_bonus + tech.bonus_inventory
end
end
function Public.jump_timers(event)
local objective = Chrono_table.get_table()
if event.research and event.research.name == 'logistic-science-pack' then
objective.warmup = false
objective.chronocharges = objective.chronochargesneeded / 2
end
end
function Public.on_technology_effects_reset(event)
local objective = Chrono_table.get_table()
if event.force.name == 'player' then
local force = game.forces.player
force.character_inventory_slots_bonus = force.character_inventory_slots_bonus + objective.upgrades[5] * 10
force.character_loot_pickup_distance_bonus = force.character_loot_pickup_distance_bonus + objective.upgrades[4]
local fake_event = {}
Public.mining_buffs(nil)
for tech, bonuses in pairs(mining_researches) do
tech = force.technologies[tech]
if tech.researched == true or bonuses.infinite == true then
fake_event.research = tech
if bonuses.infinite and bonuses.infinite_level and tech.level > bonuses.infinite_level then
for i = bonuses.infinite_level, tech.level - 1 do
Public.mining_buffs(fake_event)
end
else
Public.mining_buffs(fake_event)
end
end
end
end
end
function Public.check_if_overstayed()
local objective = Chrono_table.get_table()
if objective.passivetimer * objective.passive_chronocharge_rate > (objective.chronochargesneeded * 0.75) and objective.chronojumps >= Balance.jumps_until_overstay_is_on(Difficulty.get().difficulty_vote_value) then
objective.overstaycount = objective.overstaycount + 1
end
end
function Public.initiate_jump_countdown()
local objective = Chrono_table.get_table()
objective.jump_countdown_start_time = objective.passivetimer
game.print({'chronosphere.message_jump180'}, {r = 0.98, g = 0.66, b = 0.22})
end
function Public.render_train_hp()
local objective = Chrono_table.get_table()
local surface = game.surfaces[objective.active_surface_index]
objective.health_text =
rendering.draw_text {
text = {'chronosphere.train_HP', objective.health, objective.max_health},
surface = surface,
target = objective.locomotive,
target_offset = {0, -2.5},
color = objective.locomotive.color,
scale = 1.40,
font = 'default-game',
alignment = 'center',
scale_with_zoom = false
}
objective.caption =
rendering.draw_text {
text = {'chronosphere.train_name'},
surface = surface,
target = objective.locomotive,
target_offset = {0, -4.25},
color = objective.locomotive.color,
scale = 1.80,
font = 'default-game',
alignment = 'center',
scale_with_zoom = false
}
end
function Public.set_objective_health(final_damage_amount)
if final_damage_amount == 0 then
return
end
local objective = Chrono_table.get_table()
objective.health = math_floor(objective.health - final_damage_amount)
if objective.health > objective.max_health then
objective.health = objective.max_health
end
if objective.health <= 0 then
Chrono.objective_died()
end
if objective.health < objective.max_health / 2 and final_damage_amount > 0 then
Upgrades.trigger_poison()
end
rendering.set_text(objective.health_text, {'chronosphere.train_HP', objective.health, objective.max_health})
end
function Public.nuclear_artillery(entity, cause)
local objective = Chrono_table.get_table()
if objective.upgrades[24] > 0 and objective.last_artillery_event ~= game.tick then
entity.surface.create_entity({name = 'atomic-rocket', position = entity.position, force = 'player', speed = 1, max_range = 100, target = entity, source = cause})
objective.upgrades[24] = objective.upgrades[24] - 1
objective.last_artillery_event = game.tick
end
end
return Public