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https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-06 00:23:49 +02:00
157 lines
5.5 KiB
Lua
157 lines
5.5 KiB
Lua
--luacheck: ignore
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local biter_waves = require 'maps.wave_of_death.biter_waves'
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local ai = {}
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ai.spawn_wave = function(surface, lane_number, wave_number, amount_modifier)
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local is_spread_wave = true
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if amount_modifier == 1 then
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is_spread_wave = false
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end
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if not global.loaders[lane_number].valid then
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return
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end
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local x_modifier = 32 - math.random(0, 64)
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local spawn_position = {x = global.loaders[lane_number].position.x + x_modifier, y = global.loaders[lane_number].position.y - 288}
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local unit_group = surface.create_unit_group({position = spawn_position, force = 'enemy'})
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for _, biter_type in pairs(biter_waves[wave_number]) do
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for count = 1, math.floor(biter_type.amount * amount_modifier), 1 do
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local pos = surface.find_non_colliding_position(biter_type.name, spawn_position, 96, 3)
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local biter = surface.create_entity({name = biter_type.name, position = pos, force = 'enemy'})
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global.wod_biters[biter.unit_number] = {entity = biter, lane_number = lane_number, spread_wave = is_spread_wave}
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unit_group.add_member(biter)
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if not is_spread_wave then
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global.wod_lane[lane_number].alive_biters = global.wod_lane[lane_number].alive_biters + 1
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end
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end
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end
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unit_group.set_command(
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{
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type = defines.command.compound,
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structure_type = defines.compound_command.return_last,
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commands = {
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{
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type = defines.command.attack_area,
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destination = {x = global.loaders[lane_number].position.x + x_modifier, y = global.loaders[lane_number].position.y},
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radius = 32,
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distraction = defines.distraction.by_enemy
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},
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{
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type = defines.command.attack,
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target = global.loaders[lane_number],
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distraction = defines.distraction.by_enemy
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}
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}
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}
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)
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if is_spread_wave then
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return
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end
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global.wod_lane[lane_number].current_wave = global.wod_lane[lane_number].current_wave + 1
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local m = 0.005
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if global.wod_lane[lane_number].current_wave > #biter_waves then
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m = 0.25
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end
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global.biter_evasion_health_increase_factor = global.biter_evasion_health_increase_factor + m
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for _, player in pairs(game.connected_players) do
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create_lane_buttons(player)
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end
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end
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--on_entity_died event
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ai.spawn_spread_wave = function(event)
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local entity = event.entity
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if not entity.unit_number then
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return
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end
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if not global.wod_biters[entity.unit_number] then
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return
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end
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if global.wod_biters[entity.unit_number].spread_wave then
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global.wod_biters[entity.unit_number] = nil
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return
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end
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local trigger_lane_number = global.wod_biters[entity.unit_number].lane_number
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global.wod_lane[trigger_lane_number].alive_biters = global.wod_lane[trigger_lane_number].alive_biters - 1
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if global.wod_lane[trigger_lane_number].alive_biters ~= 0 then
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return
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end
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for lane_number = 1, 4, 1 do
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if lane_number ~= trigger_lane_number then
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if #game.forces[lane_number].players > 0 and global.wod_lane[lane_number].game_lost == false then
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ai.spawn_wave(entity.surface, lane_number, global.wod_lane[trigger_lane_number].current_wave - 1, global.spread_amount_modifier)
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end
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end
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end
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--game.print("Lane #" .. trigger_lane_number .. " has defeated their wave.")
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end
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--on_entity_rotated event
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ai.trigger_new_wave = function(event)
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local entity = event.entity
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if entity.name ~= 'loader' then
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return
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end
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if game.tick < 18000 then
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entity.force.print('>> It is too early to call waves yet.', {r = 180, g = 0, b = 0})
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return
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end
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if #game.players < 4 then
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entity.force.print('>> More players are required to spawn waves.', {r = 180, g = 0, b = 0})
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return
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end
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local lane_number = tonumber(entity.force.name)
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if not global.wod_lane[lane_number] then
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return
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end
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if global.wod_lane[lane_number].alive_biters > 0 then
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entity.force.print('>> There are ' .. global.wod_lane[lane_number].alive_biters .. ' spawned biters left.', {r = 180, g = 0, b = 0})
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return
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end
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local wave_number = global.wod_lane[lane_number].current_wave
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if not biter_waves[wave_number] then
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wave_number = #biter_waves
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end
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ai.spawn_wave(entity.surface, lane_number, wave_number, 1)
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local player = game.players[event.player_index]
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for _, force in pairs(game.forces) do
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if force.name == entity.force.name then
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force.print('>> ' .. player.name .. ' has summoned wave #' .. global.wod_lane[lane_number].current_wave - 1 .. '', {r = 0, g = 100, b = 0})
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else
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force.print('>> Lane ' .. entity.force.name .. ' summoned wave #' .. global.wod_lane[lane_number].current_wave - 1 .. '', {r = 0, g = 100, b = 0})
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end
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end
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for _, player in pairs(game.connected_players) do
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player.play_sound {path = 'utility/new_objective', volume_modifier = 0.3}
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end
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end
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ai.prevent_friendly_fire = function(event)
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if event.cause then
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if event.cause.type == 'unit' then
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return
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end
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end
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if event.entity.name ~= 'loader' then
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return
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end
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event.entity.health = event.entity.health + event.final_damage_amount
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end
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return ai
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