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ComfyFactorio/maps/wave_of_death/ai.lua
2021-03-24 20:14:55 +01:00

157 lines
5.5 KiB
Lua

--luacheck: ignore
local biter_waves = require 'maps.wave_of_death.biter_waves'
local ai = {}
ai.spawn_wave = function(surface, lane_number, wave_number, amount_modifier)
local is_spread_wave = true
if amount_modifier == 1 then
is_spread_wave = false
end
if not global.loaders[lane_number].valid then
return
end
local x_modifier = 32 - math.random(0, 64)
local spawn_position = {x = global.loaders[lane_number].position.x + x_modifier, y = global.loaders[lane_number].position.y - 288}
local unit_group = surface.create_unit_group({position = spawn_position, force = 'enemy'})
for _, biter_type in pairs(biter_waves[wave_number]) do
for count = 1, math.floor(biter_type.amount * amount_modifier), 1 do
local pos = surface.find_non_colliding_position(biter_type.name, spawn_position, 96, 3)
local biter = surface.create_entity({name = biter_type.name, position = pos, force = 'enemy'})
global.wod_biters[biter.unit_number] = {entity = biter, lane_number = lane_number, spread_wave = is_spread_wave}
unit_group.add_member(biter)
if not is_spread_wave then
global.wod_lane[lane_number].alive_biters = global.wod_lane[lane_number].alive_biters + 1
end
end
end
unit_group.set_command(
{
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = {
{
type = defines.command.attack_area,
destination = {x = global.loaders[lane_number].position.x + x_modifier, y = global.loaders[lane_number].position.y},
radius = 32,
distraction = defines.distraction.by_enemy
},
{
type = defines.command.attack,
target = global.loaders[lane_number],
distraction = defines.distraction.by_enemy
}
}
}
)
if is_spread_wave then
return
end
global.wod_lane[lane_number].current_wave = global.wod_lane[lane_number].current_wave + 1
local m = 0.005
if global.wod_lane[lane_number].current_wave > #biter_waves then
m = 0.25
end
global.biter_evasion_health_increase_factor = global.biter_evasion_health_increase_factor + m
for _, player in pairs(game.connected_players) do
create_lane_buttons(player)
end
end
--on_entity_died event
ai.spawn_spread_wave = function(event)
local entity = event.entity
if not entity.unit_number then
return
end
if not global.wod_biters[entity.unit_number] then
return
end
if global.wod_biters[entity.unit_number].spread_wave then
global.wod_biters[entity.unit_number] = nil
return
end
local trigger_lane_number = global.wod_biters[entity.unit_number].lane_number
global.wod_lane[trigger_lane_number].alive_biters = global.wod_lane[trigger_lane_number].alive_biters - 1
if global.wod_lane[trigger_lane_number].alive_biters ~= 0 then
return
end
for lane_number = 1, 4, 1 do
if lane_number ~= trigger_lane_number then
if #game.forces[lane_number].players > 0 and global.wod_lane[lane_number].game_lost == false then
ai.spawn_wave(entity.surface, lane_number, global.wod_lane[trigger_lane_number].current_wave - 1, global.spread_amount_modifier)
end
end
end
--game.print("Lane #" .. trigger_lane_number .. " has defeated their wave.")
end
--on_entity_rotated event
ai.trigger_new_wave = function(event)
local entity = event.entity
if entity.name ~= 'loader' then
return
end
if game.tick < 18000 then
entity.force.print('>> It is too early to call waves yet.', {r = 180, g = 0, b = 0})
return
end
if #game.players < 4 then
entity.force.print('>> More players are required to spawn waves.', {r = 180, g = 0, b = 0})
return
end
local lane_number = tonumber(entity.force.name)
if not global.wod_lane[lane_number] then
return
end
if global.wod_lane[lane_number].alive_biters > 0 then
entity.force.print('>> There are ' .. global.wod_lane[lane_number].alive_biters .. ' spawned biters left.', {r = 180, g = 0, b = 0})
return
end
local wave_number = global.wod_lane[lane_number].current_wave
if not biter_waves[wave_number] then
wave_number = #biter_waves
end
ai.spawn_wave(entity.surface, lane_number, wave_number, 1)
local player = game.players[event.player_index]
for _, force in pairs(game.forces) do
if force.name == entity.force.name then
force.print('>> ' .. player.name .. ' has summoned wave #' .. global.wod_lane[lane_number].current_wave - 1 .. '', {r = 0, g = 100, b = 0})
else
force.print('>> Lane ' .. entity.force.name .. ' summoned wave #' .. global.wod_lane[lane_number].current_wave - 1 .. '', {r = 0, g = 100, b = 0})
end
end
for _, player in pairs(game.connected_players) do
player.play_sound {path = 'utility/new_objective', volume_modifier = 0.3}
end
end
ai.prevent_friendly_fire = function(event)
if event.cause then
if event.cause.type == 'unit' then
return
end
end
if event.entity.name ~= 'loader' then
return
end
event.entity.health = event.entity.health + event.final_damage_amount
end
return ai