1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/maps/pirates/common.lua
2024-10-22 21:47:11 +02:00

1986 lines
68 KiB
Lua

-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/ComfyFactory/ComfyFactorio and https://github.com/danielmartin0/ComfyFactorio-Pirates.
local Math = require 'maps.pirates.math'
local Raffle = require 'maps.pirates.raffle'
local Server = require 'utils.server'
local Utils = require 'maps.pirates.utils_local'
local CoreData = require 'maps.pirates.coredata'
local Memory = require 'maps.pirates.memory'
local _inspect = require 'utils.inspect'.inspect
-- local IslandEnum = require 'maps.pirates.surfaces.islands.island_enum'
local LootRaffle = require 'utils.functions.loot_raffle'
-- local simplex_noise = require 'utils.simplex_noise'.d2
-- local perlin_noise = require 'utils.perlin_noise'
-- local Force_health_booster = require 'modules.force_health_booster'
-- == Common variables and functions used throughout pirate ship files
local Public = {}
Public.starting_ships_count = 7
Public.active_crews_cap = 7
Public.private_run_cap = 4
Public.protected_but_not_private_run_cap = 2
Public.minimum_run_capacity_to_enforce_space_for = 22
-- auto-disbanding when there are no players left in the crew:
-- Public.autodisband_hours = nil
Public.autodisband_hours = 24 * 4 -- should not be zero (as this messes with saving and loading a game, which boots the player for a moment.) Also note that the server may run very slowly when no-one is on it.
Public.boat_steps_at_a_time = 1
Public.boat_default_starting_distance_from_shore = 22
-- Public.mapedge_distance_from_boat_starting_position = 136
Public.mapedge_distance_from_boat_starting_position = 272 -- to accommodate horseshoe
Public.deepwater_distance_from_leftmost_shore = 32
Public.lobby_spawnpoint = { x = -72, y = -8 }
Public.structure_ensure_chunk_radius = 2
Public.allow_barreling_off_ship = true
Public.coin_tax_percentage = 25
Public.fraction_of_map_loaded_at_sea = 1
Public.map_loading_ticks_atsea = 68 * 60
Public.map_loading_ticks_atsea_maze = 80 * 60
Public.map_loading_ticks_atsea_dock = 10 * 60
Public.map_loading_ticks_onisland = 2 * 60 * 60
Public.loading_interval = 5
Public.first_cost_to_leave_macrox = 7
Public.minimum_ore_placed_per_tile = 10
Public.maze_minimap_jam_league = 960
Public.ban_from_rejoining_crew_ticks = 45 * 60 --to prevent observing map and rejoining
Public.afk_time = 60 * 60 * 5
Public.afk_warning_time = 60 * 60 * 4.5
Public.temporarily_logged_off_player_data_preservation_minutes = 3
Public.logout_unprotected_items = { 'uranium-235', 'uranium-238', 'fluid-wagon', 'coal', 'electric-engine-unit', 'flying-robot-frame', 'advanced-circuit', 'beacon', 'speed-module-3', 'speed-module-2', 'roboport', 'construction-robot' } --internal inventories of these will not be preserved
Public.lobby_force_name = 'player'
-- Public.mainshop_rate_limit_ticks = 11
function Public.ore_real_to_abstract(amount)
return amount / 1800
end
function Public.ore_abstract_to_real(amount)
return Math.ceil(amount * 1800)
end
-- 3000 oil resource is '1% yield'
function Public.oil_real_to_abstract(amount)
return amount / (3000)
end
function Public.oil_abstract_to_real(amount)
return Math.ceil(amount * 3000)
end
function Public.difficulty_scale()
local memory = Memory.get_crew_memory()
if memory.overworldx > 0 then
return memory.difficulty
else
return 0.75
end
end
function Public.capacity()
return Memory.get_crew_memory().capacity
end
-- function Public.mode() return Memory.get_crew_memory().mode end
function Public.overworldx()
return Memory.get_crew_memory().overworldx
end
function Public.game_completion_progress()
return Public.overworldx() / CoreData.victory_x
end
function Public.game_completion_progress_capped()
return Math.clamp(0, 1, Public.overworldx() / CoreData.victory_x)
end
function Public.capacity_scale()
local capacity = Public.capacity()
if not capacity then --e.g. for EE wattage on boats not owned by a crew
return 1
elseif capacity <= 1 then
return 0.5
elseif capacity <= 4 then
return 0.75
elseif capacity <= 8 then
return 1
elseif capacity <= 16 then
return 1.3
else
return 1.5
end
end
function Public.activecrewcount()
local global_memory = Memory.get_global_memory()
local memory = Memory.get_crew_memory()
if not Public.is_id_valid(memory.id) then
return 0
end
local count = 0
for _, id in pairs(memory.crewplayerindices) do
local player = game.players[id]
if player and player.valid and (not Utils.contains(global_memory.afk_player_indices, player.index)) and (not Utils.contains(memory.spectatorplayerindices, player.index)) then
count = count + 1
end
end
return count
end
function Public.notify_game(message, color_override)
color_override = color_override or CoreData.colors.notify_game
game.print({ '', '>> ', message }, color_override)
end
function Public.notify_lobby(message, color_override)
color_override = color_override or CoreData.colors.notify_lobby
game.forces[Public.lobby_force_name].print({ '', '>> ', message }, color_override)
end
function Public.notify_force(force, message, color_override)
color_override = color_override or CoreData.colors.notify_force
force.print({ '', '>> ', message }, color_override)
end
function Public.notify_force_light(force, message, color_override)
color_override = color_override or CoreData.colors.notify_force_light
force.print({ '', '>> ', message }, color_override)
end
function Public.notify_force_error(force, message, color_override)
color_override = color_override or CoreData.colors.notify_error
force.print({ '', '>> ', message }, color_override)
force.play_sound { path = 'utility/cannot_build' }
end
function Public.notify_player_error(player, message, color_override)
color_override = color_override or CoreData.colors.notify_error
player.print({ '', '## ', { 'pirates.notify_whisper' }, ' ', message }, color_override)
player.play_sound { path = 'utility/cannot_build' }
end
function Public.notify_player_expected(player, message, color_override)
color_override = color_override or CoreData.colors.notify_player_expected
player.print({ '', '## ', { 'pirates.notify_whisper' }, ' ', message }, color_override)
end
function Public.notify_player_announce(player, message, color_override)
color_override = color_override or CoreData.colors.notify_player_announce
player.print({ '', '## ', { 'pirates.notify_whisper' }, ' ', message }, color_override)
end
function Public.parrot_speak(force, message)
force.print({ '', { 'pirates.notify_parrot' }, ' ', message }, CoreData.colors.parrot)
local memory = Memory.get_crew_memory()
Server.to_discord_embed_raw({ '', '[' .. memory.name .. '] ', { 'pirates.notify_parrot' }, ' ', message }, true)
end
function Public.flying_text(surface, position, text)
surface.create_entity(
{
name = 'flying-text',
position = { position.x - 0.7, position.y - 3.05 },
text = text
}
)
end
function Public.flying_text_small(surface, position, text) --differs just in the location of the text, more suitable for small things like '+'
surface.create_entity(
{
name = 'flying-text',
position = { position.x - 0.08, position.y - 1.5 },
-- position = {position.x - 0.06, position.y - 1.5},
text = text
}
)
end
function Public.processed_loot_data(raw_data)
local ret = {}
for i = 1, #raw_data do
local loot_data_item = raw_data[i]
ret[#ret + 1] = {
weight = loot_data_item[1],
game_completion_progress_min = loot_data_item[2],
game_completion_progress_max = loot_data_item[3],
scaling = loot_data_item[4],
name = loot_data_item[5],
min_count = loot_data_item[6],
max_count = loot_data_item[7],
map_subtype = loot_data_item[8]
}
end
return ret
end
--=='raw' data is in the form e.g.
-- {
-- {100, 0, 1, false, 'steel-plate', 140, 180},
-- {50, 0, 1, false, 'defender-capsule', 15, 25},
-- {20, 0, 1, false, 'flying-robot-frame', 20, 35},
-- }
--@TODO: Replace this old function with the newer code in raffle.lua
function Public.raffle_from_processed_loot_data(processed_loot_data, how_many, game_completion_progress)
local ret = {}
local loot_types, loot_weights = {}, {}
for i = 1, #processed_loot_data, 1 do
local data = processed_loot_data[i]
table.insert(loot_types, { ['name'] = data.name, ['min_count'] = data.min_count, ['max_count'] = data.max_count })
local destination = Public.current_destination()
if not (destination and destination.subtype and data.map_subtype and data.map_subtype == destination.subtype) then
if data.scaling then -- scale down weights away from the midpoint 'peak' (without changing the mean)
local midpoint = (data.game_completion_progress_max + data.game_completion_progress_min) / 2
local difference = (data.game_completion_progress_max - data.game_completion_progress_min)
local w = 2 * data.weight * Math.max(0, 1 - (Math.abs(game_completion_progress - midpoint) / (difference / 2)))
table.insert(loot_weights, w)
else -- no scaling
if data.game_completion_progress_min <= game_completion_progress and data.game_completion_progress_max >= game_completion_progress then
table.insert(loot_weights, data.weight)
else
table.insert(loot_weights, 0)
end
end
end
end
for _ = 1, how_many do
local loot = Raffle.raffle(loot_types, loot_weights)
if loot then
local low = Math.max(1, Math.ceil(loot.min_count))
local high = Math.max(1, Math.ceil(loot.max_count))
local _count = Math.random(low, high)
local lucky = Math.random(1, 220)
if lucky == 1 then --lucky
_count = _count * 3
elseif lucky <= 12 then
_count = _count * 2
end
ret[#ret + 1] = { name = loot.name, count = _count }
end
end
return ret
end
function Public.give(player, stacks, spill_position, short_form, spill_surface, flying_text_position)
-- stack elements of form {name = '', count = '', color = {r = , g = , b = }}
-- to just spill on the ground, pass player and nill and give a position and surface directly
spill_position = spill_position or player.position
spill_surface = spill_surface or player.surface
flying_text_position = flying_text_position or spill_position
local text1 = ''
local text2 = ''
local stacks2 = stacks
table.sort(
stacks2,
function (a, b)
return a.name < b.name
end
)
if not (spill_surface and spill_surface.valid) then
return
end
local inv
if player then
inv = player.get_inventory(defines.inventory.character_main)
if not (inv and inv.valid) then
return
end
end
for j = 1, #stacks2 do
local stack = stacks2[j]
local itemname, itemcount, flying_text_color = stack.name, stack.count or 1, stack.color or (CoreData.colors[stack.name] or { r = 1, g = 1, b = 1 })
local itemcount_remember = itemcount
if not itemname then
return
end
if itemcount > 0 then
if player then
local a = inv.insert { name = itemname, count = itemcount }
itemcount = itemcount - a
if itemcount >= 50 then
for i = 1, Math.floor(itemcount / 50), 1 do
local e = spill_surface.create_entity { name = 'item-on-ground', position = spill_position, stack = { name = itemname, count = 50 } }
if e and e.valid then
e.to_be_looted = true
end
itemcount = itemcount - 50
end
end
if itemcount > 0 then
-- if itemcount < 5 then
-- spill_surface.spill_item_stack(spill_position, {name = itemname, count = itemcount}, true)
-- else
-- local e = spill_surface.create_entity{name = 'item-on-ground', position = spill_position, stack = {name = itemname, count = itemcount}}
-- if e and e.valid then
-- e.to_be_looted = true
-- end
-- end
spill_surface.spill_item_stack(spill_position, { name = itemname, count = itemcount }, true)
end
else
-- local e = spill_surface.create_entity{name = 'item-on-ground', position = spill_position, stack = {name = itemname, count = itemcount}}
-- if e and e.valid then
-- e.to_be_looted = true
-- end
spill_surface.spill_item_stack(spill_position, { name = itemname, count = itemcount }, true)
end
end
if itemcount_remember >= 0 then
if short_form then
text1 = text1 .. '[color=' .. flying_text_color.r .. ',' .. flying_text_color.g .. ',' .. flying_text_color.b .. ']' .. '+' .. itemcount_remember .. '[/color]'
else
text1 = text1 .. '[color=1,1,1]'
text1 = text1 .. '+'
text1 = text1 .. itemcount_remember .. '[/color] [item=' .. itemname .. ']'
end
else
if short_form then
text1 = text1 .. '[color=' .. flying_text_color.r .. ',' .. flying_text_color.g .. ',' .. flying_text_color.b .. ']' .. '-' .. -itemcount_remember .. '[/color]'
else
text1 = text1 .. '[color=1,1,1]'
text1 = text1 .. '-'
text1 = text1 .. -itemcount_remember .. '[/color] [item=' .. itemname .. ']'
end
end
if player and (not short_form) then
-- count total of that item they have:
local new_total_count = 0
local cursor_stack = player.cursor_stack
if cursor_stack and cursor_stack.valid_for_read and cursor_stack.name == itemname and cursor_stack.count and cursor_stack.count > 0 then
new_total_count = new_total_count + cursor_stack.count
end
if inv and inv.get_item_count(itemname) and inv.get_item_count(itemname) > 0 then
new_total_count = new_total_count + inv.get_item_count(itemname)
end
if #stacks2 > 1 then
text2 = text2 .. '[color=' .. flying_text_color.r .. ',' .. flying_text_color.g .. ',' .. flying_text_color.b .. ']' .. new_total_count .. '[/color]'
else
text2 = '[color=' .. flying_text_color.r .. ',' .. flying_text_color.g .. ',' .. flying_text_color.b .. '](' .. new_total_count .. ')[/color]'
end
if j < #stacks2 then
text2 = text2 .. ', '
end
end
if j < #stacks2 then
text1 = text1 .. ', '
end
end
if text2 ~= '' then
if #stacks2 > 1 then
text2 = '(' .. text2 .. ')'
end
Public.flying_text(spill_surface, flying_text_position, text1 .. ' [font=count-font]' .. text2 .. '[/font]')
else
Public.flying_text(spill_surface, flying_text_position, text1)
end
end
function Public.is_captain(player)
local memory = Memory.get_crew_memory()
if memory.playerindex_captain and memory.playerindex_captain == player.index then
return true
else
return false
end
end
function Public.is_officer(player_index)
local memory = Memory.get_crew_memory()
if memory.officers_table and memory.officers_table[player_index] then
return true
else
return false
end
end
function Public.surplus_evo_biter_damage_modifier(surplus_evo)
return Math.floor(surplus_evo / 2 * 1000) / 1000 --is this floor needed?
end
-- function Public.surplus_evo_biter_health_fractional_modifier(surplus_evo)
-- return surplus_evo*3
-- -- return Math.floor(surplus_evo*3*1000)/1000
-- end
function Public.set_biter_surplus_evo_modifiers()
local memory = Memory.get_crew_memory()
local enemy_force = memory.enemy_force
if not (memory.evolution_factor and enemy_force and enemy_force.valid) then
return nil
end
local surplus = memory.evolution_factor - 1
local damage_fractional_mod
-- local health_fractional_mod
if surplus > 0 then
-- health_fractional_mod = Public.surplus_evo_biter_health_fractional_modifier(surplus)
damage_fractional_mod = Public.surplus_evo_biter_damage_modifier(surplus)
else
-- health_fractional_mod = 0
damage_fractional_mod = 0
end
enemy_force.set_ammo_damage_modifier('melee', damage_fractional_mod)
enemy_force.set_ammo_damage_modifier('biological', damage_fractional_mod)
enemy_force.set_ammo_damage_modifier('artillery-shell', damage_fractional_mod)
enemy_force.set_ammo_damage_modifier('flamethrower', damage_fractional_mod)
-- this event is behaving really weirdly, e.g. messing up samurai damage:
-- Force_health_booster.set_health_modifier(enemy_force.index, 1 + health_fractional_mod)
end
function Public.set_evo(evolution)
local memory = Memory.get_crew_memory()
memory.evolution_factor = evolution
Public.set_biter_surplus_evo_modifiers()
end
function Public.increment_evo(evolution)
local memory = Memory.get_crew_memory()
memory.evolution_factor = memory.evolution_factor + evolution
Public.set_biter_surplus_evo_modifiers()
end
function Public.current_destination()
local memory = Memory.get_crew_memory()
if memory.currentdestination_index then
return memory.destinations[memory.currentdestination_index]
else
return CoreData.fallthrough_destination
end
end
function Public.time_adjusted_departure_cost(cost)
local memory = Memory.get_crew_memory()
local ret = cost
-- 1.5s memoization since the gui update will call this function:
if (not memory.time_adjusted_departure_cost_memoized) or (memory.time_adjusted_departure_cost_memoized.tick < game.tick - 90) then
local destination = Public.current_destination()
local dynamic_data = destination.dynamic_data
local timer = dynamic_data.timer
local time_remaining = dynamic_data.time_remaining
if timer and time_remaining and timer >= 0 and time_remaining >= 0 and destination.static_params.undock_cost_decreases == true then
local total_time = timer + time_remaining
local elapsed_fraction = timer / total_time
local cost_fraction = 1 - elapsed_fraction
local new_cost = {}
for name, count in pairs(cost) do
if type(count) == 'number' then
-- new_cost[name] = Math.ceil(count * cost_fraction)
new_cost[name] = Math.floor(count * cost_fraction)
else
new_cost[name] = count
end
end
ret = new_cost
end
local resources_strings1 = ''
local j = 1
for name, count in pairs(cost) do
if name ~= 'launch_rocket' then
if j > 1 then
resources_strings1 = resources_strings1 .. ', '
end
resources_strings1 = resources_strings1 .. count .. ' [item=' .. name .. ']'
j = j + 1
end
end
local resources_strings2 = ''
j = 1
for name, count in pairs(ret) do
if name ~= 'launch_rocket' then
if j > 1 then
resources_strings2 = resources_strings2 .. ', '
end
resources_strings2 = resources_strings2 .. count .. ' [item=' .. name .. ']'
j = j + 1
end
end
memory.time_adjusted_departure_cost_memoized = {
tick = game.tick,
cost = ret,
resources_strings = { resources_strings1, resources_strings2 }
}
else
ret = memory.time_adjusted_departure_cost_memoized.cost
end
return ret
end
function Public.time_adjusted_departure_cost_resources_strings(memory)
-- written to be efficient... only called in the gui after Public.time_adjusted_departure_cost()
return memory.time_adjusted_departure_cost_memoized.resources_strings
end
function Public.query_can_pay_cost_to_leave()
local memory = Memory.get_crew_memory()
local boat = memory.boat
local destination = Public.current_destination()
if not (boat and destination) then
return
end
local cost = destination.static_params.base_cost_to_undock
if not cost then
return true
end
local adjusted_cost = Public.time_adjusted_departure_cost(cost)
local can_leave = true
for name, count in pairs(adjusted_cost) do
if name == 'launch_rocket' and count == true then
if not destination.dynamic_data.rocketlaunched then
can_leave = false
end
else
local stored = (memory.boat.stored_resources and memory.boat.stored_resources[name]) or 0
if stored < count then
can_leave = false
end
end
end
return can_leave
end
-- This function assumes you're placing obstacle boxes in the hold
function Public.surface_place_random_obstacle_boxes(surface, center, width, height, spacing_entity, box_size_table, contents)
contents = contents or {}
local memory = Memory.get_crew_memory()
if not surface then
return
end
local function boxposition()
local p1 = { x = center.x - width / 2 + Math.random(Math.ceil(width)), y = center.y - height / 2 + Math.random(Math.ceil(height)) }
local p2 = surface.find_non_colliding_position(spacing_entity, p1, 32, 2, true) or p1
return { x = p2.x, y = p2.y }
end
local placed = 0
for size, count in pairs(box_size_table) do
if count >= 1 then
for i = 1, count do
placed = placed + 1
local p = boxposition()
for j = 1, size ^ 2 do
local p2 = surface.find_non_colliding_position('wooden-chest', p, 5, 0.1, true) or p
local e = surface.create_entity { name = 'wooden-chest', position = p2, force = memory.force_name, create_build_effect_smoke = false }
memory.hold_surface_destroyable_wooden_chests[e.unit_number] = e
e.destructible = false
e.minable = false
e.rotatable = false
if contents[placed] and j == 1 then
local inventory = e.get_inventory(defines.inventory.chest)
for name, count2 in pairs(contents[placed]) do
inventory.insert { name = name, count = count2 }
end
end
end
end
end
end
end
function Public.update_boat_stored_resources()
local memory = Memory.get_crew_memory()
local boat = memory.boat
if not boat.stored_resources then
return
end
local input_chests = boat.input_chests
if not input_chests then
return
end
for i, chest in ipairs(input_chests) do
if i > 1 and CoreData.cost_items[i - 1] then
local inv = chest.get_inventory(defines.inventory.chest)
local contents = inv.get_contents()
local item_type = CoreData.cost_items[i - 1].name
local count = contents[item_type] or 0
boat.stored_resources[item_type] = count
end
end
end
function Public.spend_stored_resources(to_spend)
to_spend = to_spend or {}
local memory = Memory.get_crew_memory()
local boat = memory.boat
if not memory.boat.stored_resources then
return
end
local input_chests = boat.input_chests
if not input_chests then
return
end
for i, chest in ipairs(input_chests) do
if i > 1 then
local inv = chest.get_inventory(defines.inventory.chest)
local item_type = CoreData.cost_items[i - 1].name
local to_spend_i = to_spend[item_type] or 0
if to_spend_i > 0 then
inv.remove { name = item_type, count = to_spend_i }
end
end
end
Public.update_boat_stored_resources()
end
function Public.consume_undock_cost_resources()
local destination = Public.current_destination()
local cost = destination.static_params.base_cost_to_undock
if cost then
local adjusted_cost = Public.time_adjusted_departure_cost(cost)
Public.spend_stored_resources(adjusted_cost)
end
end
-- TODO: Check if we need to update this borrowed code?
function Public.new_healthbar(text, target_entity, max_health, optional_id, health, size, extra_offset, location_override)
health = health or max_health
size = size or 0.5
text = text or false
extra_offset = extra_offset or 0
location_override = location_override or Memory.get_crew_memory()
local render1 =
rendering.draw_sprite(
{
sprite = 'virtual-signal/signal-white',
tint = { 0, 200, 0 },
x_scale = size * 15,
y_scale = size,
render_layer = 'light-effect',
target = target_entity,
target_offset = { 0, -2.5 + extra_offset },
surface = target_entity.surface
}
)
local render2
if text then
render2 =
rendering.draw_text(
{
text = '',
color = { 255, 255, 255 },
scale = 1.2 + size * 2,
render_layer = 'light-effect',
target = target_entity,
target_offset = { 0, -3.6 - size * 0.6 + extra_offset },
surface = target_entity.surface,
alignment = 'center'
}
)
end
local new_healthbar = {
health = health,
max_health = max_health,
size = size,
extra_offset = extra_offset,
render1 = render1,
render2 = render2,
id = optional_id
}
if not location_override.healthbars then
location_override.healthbars = {}
end
location_override.healthbars[target_entity.unit_number] = new_healthbar
Public.update_healthbar_rendering(new_healthbar, health)
return new_healthbar
end
function Public.transfer_healthbar(old_unit_number, new_entity, location_override)
location_override = location_override or Memory.get_crew_memory()
if not location_override.healthbars then
return
end
local old_healthbar = location_override.healthbars[old_unit_number]
-- local new_unit_number = new_entity.unit_number
-- if new_surface_bool then
-- Public.new_healthbar(old_healthbar.render2, new_entity, old_healthbar.max_health, old_healthbar.id, old_healthbar.health, rendering.get_y_scale(old_healthbar.render1))
-- else
-- rendering.set_target(old_healthbar.render1, new_entity)
-- if old_healthbar.render2 then
-- rendering.set_target(old_healthbar.render2, new_entity)
-- end
-- memory.healthbars[new_unit_number] = old_healthbar
-- end
Public.new_healthbar(old_healthbar.render2, new_entity, old_healthbar.max_health, old_healthbar.id, old_healthbar.health, old_healthbar.size, old_healthbar.extra_offset, location_override)
if old_healthbar.render1 and old_healthbar.render1.valid then
old_healthbar.render1.destroy()
end
if old_healthbar.render2 and old_healthbar.render2.valid then
old_healthbar.render2.destroy()
end
location_override.healthbars[old_unit_number] = nil
end
function Public.entity_damage_healthbar(entity, damage, location_override)
location_override = location_override or Memory.get_crew_memory()
if not (location_override.healthbars) then
return nil
end
local unit_number = entity.unit_number
local healthbar = location_override.healthbars[unit_number]
if not healthbar then
return nil
end
local new_health = healthbar.health - damage
healthbar.health = new_health
Public.update_healthbar_rendering(healthbar, new_health)
if entity and entity.valid then
entity.health = entity.prototype.max_health
end
if healthbar.health > healthbar.max_health then
healthbar.health = healthbar.max_health
end
local final_health = healthbar.health
if healthbar.health <= 0 then
location_override.healthbars[unit_number] = nil
end
return final_health
end
function Public.update_healthbar_rendering(new_healthbar, health)
local max_health = new_healthbar.max_health
local render1 = new_healthbar.render1
local render2 = new_healthbar.render2
if health > 0 then
local m = health / max_health
local x_scale = render1.y_scale * 15
render1.x_scale = x_scale * m
render1.color = { Math.floor(255 - 255 * m), Math.floor(200 * m), 0 }
if render2 then
render2.text = string.format('HP: %d/%d', Math.ceil(health), Math.ceil(max_health))
end
else
render1.destroy()
if render2 then
render2.destroy()
end
end
end
function Public.spawner_count(surface)
local memory = Memory.get_crew_memory()
local spawners = surface.find_entities_filtered({ type = 'unit-spawner', force = memory.enemy_force_name })
return #spawners or 0
end
function Public.create_poison_clouds(surface, position)
local random_angles = { Math.rad(Math.random(359)), Math.rad(Math.random(359)) }
surface.create_entity({ name = 'poison-cloud', position = { x = position.x, y = position.y } })
surface.create_entity({ name = 'poison-cloud', position = { x = position.x + 12 * Math.cos(random_angles[1]), y = position.y + 12 * Math.sin(random_angles[1]) } })
surface.create_entity({ name = 'poison-cloud', position = { x = position.x + 12 * Math.cos(random_angles[2]), y = position.y + 12 * Math.sin(random_angles[2]) } })
end
function Public.crew_get_crew_members()
local memory = Memory.get_crew_memory()
if not Public.is_id_valid(memory.id) then
return {}
end
local playerlist = {}
for _, id in pairs(memory.crewplayerindices) do
local player = game.players[id]
if player and player.valid then
playerlist[#playerlist + 1] = player
end
end
return playerlist
end
function Public.crew_get_crew_members_and_spectators()
local memory = Memory.get_crew_memory()
if not Public.is_id_valid(memory.id) then
return {}
end
local playerlist = {}
for _, id in pairs(memory.crewplayerindices) do
local player = game.players[id]
if player and player.valid then
playerlist[#playerlist + 1] = player
end
end
for _, id in pairs(memory.spectatorplayerindices) do
local player = game.players[id]
if player and player.valid then
playerlist[#playerlist + 1] = player
end
end
return playerlist
end
function Public.is_spectator(player)
local global_memory = Memory.get_global_memory()
local previous_id = global_memory.working_id
local player_crew_id = Public.get_id_from_force_name(player.force.name)
if not player_crew_id then
return false
end
Memory.set_working_id(player_crew_id)
local memory = Memory.get_crew_memory()
local spectating = false
for _, playerindex in pairs(memory.spectatorplayerindices) do
if player.index == playerindex then
spectating = true
break
end
end
Memory.set_working_id(previous_id)
return spectating
end
function Public.crew_get_nonafk_crew_members()
local global_memory = Memory.get_global_memory()
local memory = Memory.get_crew_memory()
if not Public.is_id_valid(memory.id) then
return {}
end
local playerlist = {}
for _, id in pairs(memory.crewplayerindices) do
local player = game.players[id]
if player and player.valid and not Utils.contains(global_memory.afk_player_indices, player.index) then
playerlist[#playerlist + 1] = player
end
end
return playerlist
end
function Public.crew_get_non_afk_officers()
local officers = {}
local members = Public.crew_get_nonafk_crew_members()
for _, player in pairs(members) do
if Public.is_officer(player.index) then
officers[#officers + 1] = player
end
end
return officers
end
function Public.destroy_decoratives_in_area(surface, area, offset)
local area2 = { { area[1][1] + offset.x, area[1][2] + offset.y }, { area[2][1] + offset.x, area[2][2] + offset.y } }
surface.destroy_decoratives { area = area2 }
end
function Public.can_place_silo_setup(surface, p, points_to_avoid, silo_count, generous, build_check_type_name)
-- game.print('checking silo pos: ' .. p.x .. ', ' .. p.y)
points_to_avoid = points_to_avoid or {}
Public.ensure_chunks_at(surface, p, 0.2)
build_check_type_name = build_check_type_name or 'manual'
local build_check_type = defines.build_check_type[build_check_type_name]
local s = true
local allowed = true
for i = 1, silo_count do
local pos = { x = p.x + 9 * (i - 1), y = p.y }
s = (surface.can_place_entity { name = 'rocket-silo', position = pos, build_check_type = build_check_type } or (generous and i > 2)) and s
for _, pa in pairs(points_to_avoid) do
if Math.distance({ x = pa.x, y = pa.y }, pos) < pa.r then
allowed = false
break
end
end
end
return s and allowed
end
function Public.ensure_chunks_at(surface, pos, radius) --WARNING: THIS DOES NOT PLAY NICELY WITH DELAYED TASKS. log(_inspect{global_memory.working_id}) was observed to vary before and after this function.
-- local global_memory = Memory.get_global_memory()
if surface and surface.valid then
surface.request_to_generate_chunks(pos, radius)
surface.force_generate_chunk_requests() --WARNING: THIS DOES NOT PLAY NICELY WITH DELAYED TASKS. log(_inspect{global_memory.working_id}) was observed to vary before and after this function.
end
end
function Public.default_map_gen_settings(width, height, seed)
width = width or 512
height = height or 512
seed = seed or Math.random(1, 1000000)
local map_gen_settings = {
['seed'] = seed,
['width'] = width,
['height'] = height,
['water'] = 0,
--FIXME: Back when this was at x=2000, a crash was caused once by a player spawning at x=2000. So there will be a crash in future under unknown circumstances if there is no space at x=0,y=0.
['starting_points'] = { { x = 0, y = 0 } },
['cliff_settings'] = { cliff_elevation_interval = 0, cliff_elevation_0 = 0 },
['default_enable_all_autoplace_controls'] = true,
['autoplace_settings'] = {
['entity'] = { treat_missing_as_default = false },
['tile'] = { treat_missing_as_default = true },
['decorative'] = { treat_missing_as_default = true }
},
['property_expression_names'] = {}
}
return map_gen_settings
end
function Public.build_from_blueprint(bp_string, surface, pos, force, flipped)
flipped = flipped or false
local bp_entity = game.surfaces['nauvis'].create_entity { name = 'item-on-ground', position = { x = 158.5, y = 158.5 }, stack = 'blueprint' }
bp_entity.stack.import_stack(bp_string)
local direction = flipped and defines.direction.south or defines.direction.north
local entities = bp_entity.stack.build_blueprint { surface = surface, force = force, position = { x = pos.x, y = pos.y }, force_build = true, skip_fog_of_war = false, direction = direction }
bp_entity.destroy()
local rev_entities = {}
for _, e in pairs(entities) do
if e and e.valid then
local _collisions, revived_entity = e.silent_revive()
rev_entities[#rev_entities + 1] = revived_entity
end
end
-- once again, to revive wagons:
for _, e in pairs(entities) do
if e and e.valid and e.type and e.type == 'entity-ghost' then
local _collisions, revived_entity = e.silent_revive()
rev_entities[#rev_entities + 1] = revived_entity
if revived_entity and revived_entity.valid and revived_entity.name == 'locomotive' then
revived_entity.color = { 255, 106, 52 }
revived_entity.get_inventory(defines.inventory.fuel).insert({ name = 'wood', count = 16 })
revived_entity.operable = false
end
end
end
return rev_entities
end
function Public.build_small_loco(surface, pos, force, color)
local p1 = { x = pos.x, y = pos.y }
local p2 = { x = pos.x, y = pos.y - 2 }
local p3 = { x = pos.x, y = pos.y + 2 }
local es = {}
es[1] = surface.create_entity({ name = 'straight-rail', position = p1, force = force, create_build_effect_smoke = false })
es[2] = surface.create_entity({ name = 'straight-rail', position = p2, force = force, create_build_effect_smoke = false })
es[3] = surface.create_entity({ name = 'straight-rail', position = p3, force = force, create_build_effect_smoke = false })
es[4] = surface.create_entity({ name = 'locomotive', position = p1, force = force, create_build_effect_smoke = false })
for _, e in pairs(es) do
if e and e.valid then
e.destructible = false
e.minable = false
e.rotatable = false
e.operable = false
end
end
if es[4] and es[4].valid then
es[4].color = color
es[4].get_inventory(defines.inventory.fuel).insert({ name = 'wood', count = 16 })
end
end
function Public.add_tiles_from_blueprint(tilesTable, bp_string, tile_name, offset)
local bp_entity = game.surfaces['nauvis'].create_entity { name = 'item-on-ground', position = { x = 158.5, y = 158.5 }, stack = 'blueprint' }
bp_entity.stack.import_stack(bp_string)
local bp_tiles = bp_entity.stack.get_blueprint_tiles()
if bp_tiles then
for _, tile in pairs(bp_tiles) do
tilesTable[#tilesTable + 1] = { name = tile_name, position = { x = tile.position.x + offset.x, y = tile.position.y + offset.y } }
end
end
bp_entity.destroy()
return tilesTable
end
function Public.tile_positions_from_blueprint(bp_string, offset)
-- May '22 change: There seems to be a base game bug(?) which causes the tiles to be offset. We now correct for that (with ` - (max_x - min_x)/2` and ` - (max_y - min_y)/2`).
local bp_entity = game.surfaces['nauvis'].create_entity { name = 'item-on-ground', position = { x = 158.5, y = 158.5 }, stack = 'blueprint' }
bp_entity.stack.import_stack(bp_string)
local bp_tiles = bp_entity.stack.get_blueprint_tiles()
local min_x
local min_y
local max_x
local max_y
local positions = {}
if bp_tiles then
for _, tile in pairs(bp_tiles) do
positions[#positions + 1] = { x = tile.position.x, y = tile.position.y }
if not min_x or tile.position.x < min_x then
min_x = tile.position.x
end
if not min_y or tile.position.y < min_y then
min_y = tile.position.y
end
if not max_x or tile.position.x > max_x then
max_x = tile.position.x
end
if not max_y or tile.position.y > max_y then
max_y = tile.position.y
end
end
end
if min_x and min_y and max_x and max_y then
for _, pos in pairs(positions) do
pos.x = pos.x - (max_x - min_x) / 2 + offset.x
pos.y = pos.y - (max_y - min_y) / 2 + offset.y
end
end
bp_entity.destroy()
return positions
end
function Public.tile_positions_from_blueprint_arrayform(bp_string, offset)
-- does not include the above May '22 fix yet, so may give different results
local bp_entity = game.surfaces['nauvis'].create_entity { name = 'item-on-ground', position = { x = 158.5, y = 158.5 }, stack = 'blueprint' }
bp_entity.stack.import_stack(bp_string)
local bp_tiles = bp_entity.stack.get_blueprint_tiles()
local positions = {}
if bp_tiles then
for _, tile in pairs(bp_tiles) do
local x = tile.position.x + offset.x
local y = tile.position.y + offset.y
if not positions[x] then
positions[x] = {}
end
positions[x][y] = true
end
end
bp_entity.destroy()
return positions
end
function Public.entity_positions_from_blueprint(bp_string, offset)
local bp_entity = game.surfaces['nauvis'].create_entity { name = 'item-on-ground', position = { x = 158.5, y = 158.5 }, stack = 'blueprint' }
bp_entity.stack.import_stack(bp_string)
local es = bp_entity.stack.get_blueprint_entities()
local positions = {}
if es then
for _, e in pairs(es) do
positions[#positions + 1] = { x = e.position.x + offset.x, y = e.position.y + offset.y }
end
end
bp_entity.destroy()
return positions
end
function Public.get_random_unit_type(evolution)
-- designed to approximate https://wiki.factorio.com/Enemies
local r = Math.random()
if Math.random(5) == 1 then
if r < 1 - 1 / 0.15 * (evolution - 0.25) then
return 'small-biter'
elseif r < 1 - 1 / 0.3 * (evolution - 0.4) then
return 'small-spitter'
elseif r < 1 - 0.85 / 0.5 * (evolution - 0.5) then
return 'medium-spitter'
elseif r < 1 - 0.4 / 0.1 * (evolution - 0.9) then
return 'big-spitter'
else
return 'behemoth-spitter'
end
else
if r < 1 - 1 / 0.4 * (evolution - 0.2) then
return 'small-biter'
elseif r < 1 - 0.8 / 0.5 * (evolution - 0.5) then
return 'medium-biter'
elseif r < 1 - 0.4 / 0.1 * (evolution - 0.9) then
return 'big-biter'
else
return 'behemoth-biter'
end
end
end
function Public.get_random_biter_type(evolution)
-- designed to approximate https://wiki.factorio.com/Enemies
local r = Math.random()
if r < 1 - 1 / 0.4 * (evolution - 0.2) then
return 'small-biter'
elseif r < 1 - 0.8 / 0.5 * (evolution - 0.5) then
return 'medium-biter'
elseif r < 1 - 0.4 / 0.1 * (evolution - 0.9) then
return 'big-biter'
else
return 'behemoth-biter'
end
end
function Public.get_random_spitter_type(evolution)
-- designed to approximate https://wiki.factorio.com/Enemies
local r = Math.random()
if r < 1 - 1 / 0.3 * (evolution - 0.4) then
return 'small-spitter'
elseif r < 1 - 0.85 / 0.5 * (evolution - 0.5) then
return 'medium-spitter'
elseif r < 1 - 0.4 / 0.1 * (evolution - 0.9) then
return 'big-spitter'
else
return 'behemoth-spitter'
end
end
function Public.get_random_worm_type(evolution)
-- custom
local r = Math.random()
if r < 1 - 1 / 0.7 * (evolution + 0.1) then
return 'small-worm-turret'
elseif r < 1 - 0.75 / 0.75 * (evolution - 0.25) then
return 'medium-worm-turret'
elseif r < 1 - 0.4 / 0.4 * (evolution - 0.6) then
return 'big-worm-turret'
else
return 'behemoth-worm-turret'
end
end
function Public.maximumUnitPollutionCost(evolution)
if evolution < 0.2 then
return 4
elseif evolution < 0.5 then
return 20
elseif evolution < 0.9 then
return 80
else
return 400
end
end
function Public.averageUnitPollutionCost(evolution)
local sum_biters = 0
local f1 = Math.slopefromto(1 - 1 / 0.4 * (evolution - 0.2), 0, 1)
local f2 = Math.slopefromto(1 - 0.8 / 0.5 * (evolution - 0.5), 0, 1)
local f3 = Math.slopefromto(1 - 0.4 / 0.1 * (evolution - 0.9), 0, 1)
sum_biters = sum_biters + 4 * f1
sum_biters = sum_biters + 20 * (f2 - f1)
sum_biters = sum_biters + 80 * (f3 - f2)
sum_biters = sum_biters + 400 * (1 - f3)
local sum_spitters = 0
local g1 = Math.slopefromto(1 - 1 / 0.15 * (evolution - 0.25), 0, 1)
local g2 = Math.slopefromto(1 - 1 / 0.3 * (evolution - 0.4), 0, 1)
local g3 = Math.slopefromto(1 - 0.85 / 0.5 * (evolution - 0.5), 0, 1)
local g4 = Math.slopefromto(1 - 0.4 / 0.1 * (evolution - 0.9), 0, 1)
sum_spitters = sum_spitters + 4 * g1
sum_spitters = sum_spitters + 4 * (g2 - g1)
sum_spitters = sum_spitters + 12 * (g3 - g2)
sum_spitters = sum_spitters + 30 * (g4 - g3)
sum_spitters = sum_spitters + 200 * (1 - g4)
return (5 * sum_biters + sum_spitters) / 6
end
function Public.orthog_positions_in_orthog_area(area)
local positions = {}
for y = area[1][2] + 0.5, area[2][2] - 0.5, 1 do
for x = area[1][1] + 0.5, area[2][1] - 0.5, 1 do
positions[#positions + 1] = { x = x, y = y }
end
end
return positions
end
function Public.tileslist_add_area_offset(tiles_list_to_add_to, area, offset, tile_type)
for _, p in pairs(Public.orthog_positions_in_orthog_area(area)) do
tiles_list_to_add_to[#tiles_list_to_add_to + 1] = { name = tile_type, position = { x = offset.x + p.x, y = offset.y + p.y } }
end
end
function Public.central_positions_within_area(area, offset)
local offsetx = offset.x or 0
local offsety = offset.y or 0
local xr1, xr2, yr1, yr2 = offsetx + Math.ceil(area[1][1] - 0.5), offsetx + Math.floor(area[2][1] + 0.5), offsety + Math.ceil(area[1][2] - 0.5), offsety + Math.floor(area[2][2] + 0.5)
local positions = {}
for y = yr1 + 0.5, yr2 - 0.5, 1 do
for x = xr1 + 0.5, xr2 - 0.5, 1 do
positions[#positions + 1] = { x = x, y = y }
end
end
return positions
end
function Public.tiles_from_area(tiles_list_to_add_to, area, offset, tile_type)
for _, p in pairs(Public.central_positions_within_area(area, offset)) do
tiles_list_to_add_to[#tiles_list_to_add_to + 1] = { name = tile_type, position = { x = p.x, y = p.y } }
end
end
function Public.tiles_horizontally_flipped(tiles, x_to_flip_about)
local tiles2 = {}
for _, t in pairs(tiles) do
local t2 = Utils.deepcopy(t)
t2.position = { x = 2 * x_to_flip_about - t2.position.x, y = t2.position.y }
tiles2[#tiles2 + 1] = t2
end
return tiles2
end
function Public.validate_player(player)
if player and player.valid and player.connected and game.players[player.name] then
return true
else
if _DEBUG then
log('player validation fail: ' .. (player.name or 'noname'))
end
return false
end
end
function Public.validate_player_and_character(player)
local ret = Public.validate_player(player)
ret = ret and player.character and player.character.valid
return ret
end
-- Players complained that when "all_items" is false, the items dissapear (perhaps code sending items from dead character to cabin is wrong?).
function Public.send_important_items_from_player_to_crew(player, all_items)
local player_inv = {}
player_inv[1] = game.players[player.index].get_inventory(defines.inventory.character_main)
player_inv[2] = game.players[player.index].get_inventory(defines.inventory.character_armor)
player_inv[3] = game.players[player.index].get_inventory(defines.inventory.character_guns)
player_inv[4] = game.players[player.index].get_inventory(defines.inventory.character_ammo)
player_inv[5] = game.players[player.index].get_inventory(defines.inventory.character_trash)
local any = false
for i = 1, 5, 1 do
if player_inv[i].valid then
-- local to_keep = {}
local to_remove = {}
for j = 1, #player_inv[i], 1 do
-- local item_stack = player_inv[ii][iii] --don't do this as LuaItemStack is a reference!
if player_inv[i] and player_inv[i][j].valid and player_inv[i][j].valid_for_read then
if all_items or (player_inv[i][j].name and Utils.contains(Public.logout_unprotected_items, player_inv[i][j].name)) then
to_remove[#to_remove + 1] = player_inv[i][j]
any = true
-- else
-- to_keep[#to_keep + 1] = Utils.deepcopy(player_inv[ii][iii])
end
end
end
if #to_remove > 0 then
for j = 1, #to_remove, 1 do
if to_remove[j].valid_for_read then
-- Public.give_items_to_crew{{name = to_remove[iii].name, count = to_remove[iii].count}}
Public.give_items_to_crew(to_remove[j])
to_remove[j].clear()
end
end
-- clear and move over from to_keep if necessary?
end
end
end
return any
end
function Public.temporarily_store_logged_off_character_items(player)
local memory = Memory.get_crew_memory()
memory.temporarily_logged_off_characters_items[player.index] = game.create_inventory(150)
local temp_inv = memory.temporarily_logged_off_characters_items[player.index]
local player_inv = {}
player_inv[1] = game.players[player.index].get_inventory(defines.inventory.character_main)
player_inv[2] = game.players[player.index].get_inventory(defines.inventory.character_armor)
player_inv[3] = game.players[player.index].get_inventory(defines.inventory.character_guns)
player_inv[4] = game.players[player.index].get_inventory(defines.inventory.character_ammo)
player_inv[5] = game.players[player.index].get_inventory(defines.inventory.character_trash)
for ii = 1, 5, 1 do
if player_inv[ii].valid then
for iii = 1, #player_inv[ii], 1 do
if player_inv[ii] and player_inv[ii][iii].valid and player_inv[ii][iii].valid_for_read then
temp_inv.insert(player_inv[ii][iii])
player_inv[ii][iii].clear()
end
end
end
end
end
function Public.give_back_items_to_temporarily_logged_off_player(player)
local memory = Memory.get_crew_memory()
if not memory.temporarily_logged_off_characters_items[player.index] then
return
end
local temp_inv = memory.temporarily_logged_off_characters_items[player.index]
for i = 1, #temp_inv, 1 do
if temp_inv and temp_inv[i].valid and temp_inv[i].valid_for_read then
player.insert(temp_inv[i])
end
end
temp_inv.destroy()
memory.temporarily_logged_off_characters_items[player.index] = nil
end
function Public.give_items_to_crew(items)
local memory = Memory.get_crew_memory()
local boat = memory.boat
if not boat then
return
end
local surface_name = boat.surface_name
if not surface_name then
return
end
local surface = game.surfaces[surface_name]
if not (surface and surface.valid) then
return
end
local chest, chest2
local is_coin = false
if items.name and items.name == 'coin' then
is_coin = true
elseif type(items) == 'table' and #items > 0 and items[1].name == 'coin' then
is_coin = true
end
if is_coin then
chest = boat.backup_output_chest
if not (chest and chest.valid) then
return
end
chest2 = boat.output_chest
if not (chest2 and chest2.valid) then
return
end
else
chest = boat.output_chest
if not (chest and chest.valid) then
return
end
chest2 = boat.backup_output_chest
if not (chest2 and chest2.valid) then
return
end
end
local inventory = chest.get_inventory(defines.inventory.chest)
if items.name then --1 item
if not (items.count and items.count > 0) then
return
end
local inserted = inventory.insert(items)
if items.count - inserted > 0 then
local inventory2 = chest2.get_inventory(defines.inventory.chest)
local i2 = Utils.deepcopy(items)
if i2.name then
i2.count = items.count - inserted
local inserted2 = inventory2.insert(i2)
if items.count - inserted - inserted2 > 0 then
local force = memory.force
if not (force and force.valid) then
return
end
Public.notify_force(force, "Warning: captain's cabin chests are full!")
end
else
if _DEBUG then
log('give_items_to_crew: i2.name is nil. _inspect:')
log(_inspect(items))
log(_inspect(i2))
end
end
end
else
for _, i in pairs(items) do
if not (i.count and i.count > 0) then
return
end
local inserted = inventory.insert(i)
if i.count - inserted > 0 then
local inventory2 = chest2.get_inventory(defines.inventory.chest)
local i2 = Utils.deepcopy(i)
i2.count = i.count - inserted
local inserted2 = inventory2.insert(i2)
if i.count - inserted - inserted2 > 0 then
local force = memory.force
if not (force and force.valid) then
return
end
Public.notify_force(force, "Warning: captain's cabin chests are full!")
end
end
end
end
end
function Public.version_to_array(v)
local vArray = {}
if type(v) == 'number' then --this is a legacy form
local vs = tostring(v)
for i = 1, string.len(vs) do
local char = vs:sub(i, i)
if i ~= 2 then
vArray[#vArray + 1] = char
end
end
else
for i = 1, string.len(v) do
local char = v:sub(i, i)
if char ~= '.' then
vArray[#vArray + 1] = char
end
end
end
return vArray
end
function Public.version_greater_than(v1, v2)
local v1Array = Public.version_to_array(v1)
local v2Array = Public.version_to_array(v2)
for i = 1, math.max(#v1Array, #v2Array) do
local v1i = tonumber(v1Array[i])
local v2i = tonumber(v2Array[i])
if v1i ~= nil and v2i ~= nil then
if v1i < v2i then
return false
elseif v1i > v2i then
return true
end
elseif v1i == nil then
return false
else
return true
end
end
end
function Public.init_game_settings(technology_price_multiplier)
--== Tuned for Pirate Ship ==--
storage.friendly_fire_history = {}
storage.landfill_history = {}
storage.mining_history = {}
game.difficulty_settings.technology_price_multiplier = technology_price_multiplier
game.map_settings.enemy_evolution.pollution_factor = 0
game.map_settings.enemy_evolution.time_factor = 0
game.map_settings.enemy_evolution.destroy_factor = 0
game.map_settings.unit_group.min_group_gathering_time = 60 * 5
game.map_settings.unit_group.max_group_gathering_time = 60 * 210
game.map_settings.unit_group.max_wait_time_for_late_members = 60 * 15
game.map_settings.unit_group.member_disown_distance = 5000
game.map_settings.unit_group.max_group_radius = 70
game.map_settings.unit_group.min_group_radius = 0.5 --seems to govern biter 'attack area' stopping distance
-- (0,2) for a symmetric search:
game.map_settings.path_finder.goal_pressure_ratio = -0.1 --small pressure for stupid paths
game.map_settings.path_finder.fwd2bwd_ratio = 2 -- on experiments I found that this value was symmetric, despite the vanilla game comments saying it is 1...
game.map_settings.max_failed_behavior_count = 2
game.map_settings.path_finder.max_work_done_per_tick = 20000
game.map_settings.path_finder.short_cache_min_algo_steps_to_cache = 100
game.map_settings.path_finder.cache_accept_path_start_distance_ratio = 0.1
game.map_settings.enemy_expansion.enabled = false
-- faster expansion:
-- game.map_settings.enemy_expansion.min_expansion_cooldown = 4 * 3600
-- game.map_settings.enemy_expansion.max_expansion_cooldown = 30 * 3600
-- slowed down due to the effect on single-player games:
game.map_settings.enemy_expansion.min_expansion_cooldown = 6 * 3600
game.map_settings.enemy_expansion.max_expansion_cooldown = 45 * 3600
game.map_settings.enemy_expansion.settler_group_max_size = 24
game.map_settings.enemy_expansion.settler_group_min_size = 6
-- maybe should be 3.5 if possible:
game.map_settings.enemy_expansion.max_expansion_distance = 4
-- could turn off default AI attacks:
game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = 1
--
game.map_settings.pollution.enabled = true
game.map_settings.pollution.expected_max_per_chunk = 120
game.map_settings.pollution.min_to_show_per_chunk = 10
game.map_settings.pollution.min_pollution_to_damage_trees = 20
game.map_settings.pollution.pollution_per_tree_damage = 0.2
game.map_settings.pollution.max_pollution_to_restore_trees = 0.04
game.map_settings.pollution.pollution_restored_per_tree_damage = 0.01
game.map_settings.pollution.pollution_with_max_forest_damage = 80
game.map_settings.pollution.ageing = 0.1
game.map_settings.pollution.diffusion_ratio = 0.035
--
-- game.forces.neutral.character_inventory_slots_bonus = 500
-- game.forces.enemy.evolution_factor = 0
end
-- prefer memory.force_name if possible
function Public.get_crew_force_name(id)
return string.format('crew-%03d', id)
end
-- prefer memory.enemy_force_name if possible
function Public.get_enemy_force_name(id)
return string.format('enemy-%03d', id)
end
-- prefer memory.ancient_friendly_force_name if possible
function Public.get_ancient_friendly_force_name(id)
return string.format('ancient-friendly-%03d', id)
end
-- prefer memory.ancient_enemy_force_name if possible
function Public.get_ancient_hostile_force_name(id)
return string.format('ancient-hostile-%03d', id)
end
function Public.get_id_from_force_name(force_name)
return tonumber(string.sub(force_name, -3, -1)) or nil
end
function Public.is_id_valid(id)
if id and id ~= 0 then
return true
else
return false
end
end
-- TODO: Remove this function or properly integrate it into the scenario
-- NOTE: Items here are either unobtainable or hard to find/get
-- Connected with crew.lua recipe and technology disables
function Public.get_item_blacklist(tier)
local blacklist = LootRaffle.get_tech_blacklist(tier)
blacklist['landfill'] = true
blacklist['locomotive'] = true
blacklist['cargo-wagon'] = true
blacklist['fluid-wagon'] = true
blacklist['train-stop'] = true
blacklist['rail-signal'] = true
blacklist['rail-chain-signal'] = true
-- blacklist['tank'] = true
-- blacklist['cannon-shell'] = true
-- blacklist['explosive-cannon-shell'] = true
-- blacklist['speed-module-3'] = true
-- blacklist['productivity-module'] = true
-- blacklist['productivity-module-2'] = true
-- blacklist['productivity-module-3'] = true
-- blacklist['efficiency-module-3'] = true
-- blacklist['space-science-pack'] = true
-- blacklist['rocket-control-unit'] = true
blacklist['artillery-wagon'] = true
blacklist['artillery-turret'] = true
blacklist['artillery-targeting-remote'] = true
-- blacklist['uranium-cannon-shell'] = true
-- blacklist['explosive-uranium-cannon-shell'] = true
blacklist['satellite'] = true
blacklist['rocket-silo'] = true
-- blacklist['destroyer-capsule'] = true
-- blacklist['spidertron'] = true
blacklist['discharge-defense-remote'] = true
blacklist['discharge-defense-equipment'] = true
blacklist['loader'] = true
blacklist['fast-loader'] = true
blacklist['express-loader'] = true
blacklist['land-mine'] = true
blacklist['wood'] = true -- too easy to acquire
blacklist['speed-module-2'] = true
blacklist['speed-module-3'] = true
return blacklist
end
-- tier: affects amount of items and rarity returned
-- scale: final result of formula with tier scaled
-- tech_tier: float in range [0; 1]; 1 = everything unlocked
function Public.pick_random_price(tier, scale, tech_tier)
if tier < 0 or scale < 0 then
return
end
local item_stacks = LootRaffle.roll(math.floor(scale * (tier ^ 2 + 10 * tier)), 20, Public.get_item_blacklist(tech_tier))
if not item_stacks then
return
end
local price = {}
for _, item_stack in pairs(item_stacks) do
price[#price + 1] = { name = item_stack.name, count = item_stack.count }
end
return price
end
-- This method should exist in table but it doesn't for some reason on comfy repo so I copied it to here
function Public.get_random_dictionary_entry(t, key)
local target_index = Math.random(1, table_size(t))
local count = 1
for k, v in pairs(t) do
if target_index == count then
if key then
return k
else
return v
end
end
count = count + 1
end
end
-- Used to connect multi-surface poles
function Public.force_connect_poles(pole1, pole2)
if not pole1 then
return
end
if not pole1.valid then
return
end
if not pole2 then
return
end
if not pole2.valid then
return
end
-- force connections for testing (by placing many poles around the substations)
-- for _, e in pairs(pole1.surface.find_entities_filtered{type="electric-pole", position = pole1.position, radius = 10}) do
-- pole1.connect_neighbour(e)
-- end
-- for _, e in pairs(pole2.surface.find_entities_filtered{type="electric-pole", position = pole2.position, radius = 10}) do
-- pole2.connect_neighbour(e)
-- end
-- NOTE: "connect_neighbour" returns false when the entities are already connected as well
pole1.disconnect_neighbour(pole2)
local success = pole1.connect_neighbour(pole2)
if success then
return
end
local pole1_neighbours = pole1.neighbours['copper']
local pole2_neighbours = pole2.neighbours['copper']
-- try avoiding disconnecting more poles than needed
local disconnect_from_pole1 = false
local disconnect_from_pole2 = false
if #pole1_neighbours >= #pole2_neighbours then
disconnect_from_pole1 = true
end
if #pole2_neighbours >= #pole1_neighbours then
disconnect_from_pole2 = true
end
if disconnect_from_pole1 then
-- Prioritise disconnecting last connections as those are most likely redundant (at least for holds, although even then it's not always the case)
for i = #pole1_neighbours, 1, -1 do
local e = pole1_neighbours[i]
-- only disconnect poles from same surface
if e and e.valid and e.surface.name == pole1.surface.name then
pole1.disconnect_neighbour(e)
break
end
end
end
if disconnect_from_pole2 then
-- Prioritise disconnecting last connections as those are most likely redundant (at least for holds, although even then it's not always the case)
for i = #pole2_neighbours, 1, -1 do
local e = pole2_neighbours[i]
-- only disconnect poles from same surface
if e and e.valid and e.surface.name == pole2.surface.name then
pole2.disconnect_neighbour(e)
break
end
end
end
local success2 = pole1.connect_neighbour(pole2)
if not success2 then
-- This can happen if in future pole reach connection limit(5) with poles from other surfaces
log("Error: power fix didn't work")
end
end
-- position here refers to middle position
function Public.delete_entities(surface, position, width, height)
local area = { left_top = { position.x - width / 2, position.y - height / 2 }, right_bottom = { position.x + width / 2 + 0.5, position.y + height / 2 + 0.5 } }
surface.destroy_decoratives { area = area }
local existing = surface.find_entities_filtered { area = area }
if not existing then
return
end
for _, e in pairs(existing) do
if not (e.name == 'iron-ore' or e.name == 'copper-ore' or e.name == 'stone' or e.name == 'uranium-ore' or e.name == 'crude-oil') then
if e.name ~= 'rocket-silo' then
e.destroy()
end
end
end
end
function Public.replace_unwalkable_tiles(surface, position, width, height)
local area = { left_top = { position.x - width / 2, position.y - height / 2 }, right_bottom = { position.x + width / 2 + 0.5, position.y + height / 2 + 0.5 } }
local existing = surface.find_tiles_filtered { area = area, collision_mask = 'water-tile' }
if not existing then
return
end
local tiles = {}
for _, t in pairs(existing) do
tiles[#tiles + 1] = { name = 'landfill', position = t.position }
end
if #tiles > 0 then
surface.set_tiles(tiles, true)
end
end
function Public.get_valid_spawners(surface)
local memory = Memory.get_crew_memory()
local destination = Public.current_destination()
local spawners = surface.find_entities_filtered({ type = 'unit-spawner', force = memory.enemy_force_name })
local boat_spawners = {}
if destination.dynamic_data.enemyboats and #destination.dynamic_data.enemyboats > 0 then
for i = 1, #destination.dynamic_data.enemyboats do
local eb = destination.dynamic_data.enemyboats[i]
if eb.spawner and eb.spawner.valid then
boat_spawners[#boat_spawners + 1] = eb.spawner
end
end
end
local valid_spawners = {}
for i = 1, #spawners do
local s = spawners[i]
local valid = true
for j = 1, #boat_spawners do
local bs = boat_spawners[j]
if s == bs then
valid = false
break
end
end
if valid and s.valid then
valid_spawners[#valid_spawners + 1] = s
end
end
return valid_spawners
end
function Public.get_random_valid_spawner(surface)
local spawners = Public.get_valid_spawners(surface)
if #spawners == 0 then
return
end
return spawners[Math.random(#spawners)]
end
-- @TODO move this somewhere else, so that health multiplier formula can be put to balance
function Public.try_make_biter_elite(entity)
if not (entity and entity.valid) then
return
end
local memory = Memory.get_crew_memory()
local difficulty_index = CoreData.get_difficulty_option_from_value(memory.difficulty)
if difficulty_index < 3 and Public.overworldx() < 800 then
return
end
if Public.overworldx() == 0 then
return
end
-- chance to turn biter elite
if Math.random(1, 8) ~= 1 then
return
end
local health_multiplier
if difficulty_index <= 3 then
health_multiplier = 5
else
health_multiplier = 10
end
-- 1000 leagues = 1x
-- 2000 leagues = 2x
-- 3000 leagues = 4x
-- etc.
if Public.overworldx() > 1000 then
health_multiplier = health_multiplier * 2 ^ ((Public.overworldx() - 1000) / 1000)
end
local max_hp = Math.ceil(entity.prototype.max_health * health_multiplier)
Public.new_healthbar(false, entity, max_hp, nil, max_hp, 0.4, -1)
local elite_biters = memory.elite_biters
if elite_biters then
elite_biters[entity.unit_number] = entity
end
end
-- This function is meant to handle damage adjustment cases that automatically damages/heals either entity or its virtual health.
-- NOTE: This is only meant for hostile entities (for now at least), as friendly units with healthbars are more difficult to handle
-- NOTE: "damage" can also be negative, which will heal the entity (but not past maximum health)
function Public.damage_hostile_entity(entity, damage)
if not (entity and entity.valid) then
return
end
local remaining_health = Public.entity_damage_healthbar(entity, damage)
-- Does entity have virtual healthbar
if remaining_health then
if remaining_health <= 0 then
entity.die()
end
else -- Not, so treat it as simple entity
-- Note: According to docs, health is automatically clamped to [0, max_health] so we don't need to do it
entity.health = entity.health - damage
if entity.health <= 0 then
entity.die()
end
end
end
return Public