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ComfyFactorio/maps/amap/enemy_arty.lua
2021-03-24 18:22:45 +01:00

244 lines
7.1 KiB
Lua

--luacheck: ignore
local Event = require 'utils.event'
local Global = require 'utils.global'
local Task = require 'utils.task'
local arty_count = {}
local Public = {}
local Token = require 'utils.token'
local WPT = require 'maps.amap.table'
local artillery_target_entities = {
'character',
'tank',
'car',
'radar',
'lab',
'furnace',
'locomotive',
'cargo-wagon',
'fluid-wagon',
'artillery-wagon',
'artillery-turret',
'laser-turret',
'gun-turret',
'flamethrower-turret',
-- 'silo',
'spidertron'
}
Global.register(
arty_count,
function(tbl)
arty_count = tbl
end
)
function Public.reset_table()
arty_count.max = 200
arty_count.all = {}
arty_count.count = 0
arty_count.pace = 1
arty_count.radius = 350
arty_count.distance = 1400
arty_count.surface = {}
end
function Public.get(key)
if key then
return arty_count[key]
else
return arty_count
end
end
function Public.set(key, value)
if key and (value or value == false) then
this[key] = value
return this[key]
elseif key then
return this[key]
else
return this
end
end
local on_init = function()
Public.reset_table()
end
local function add_bullet()
for k, p in pairs(arty_count.all) do
if arty_count.all[k].valid then
arty_count.all[k].insert {name = 'artillery-shell', count = '5'}
end
end
end
local function on_chunk_generated(event)
local surface = event.surface
local left_top_x = event.area.left_top.x
local left_top_y = event.area.left_top.y
local position
for x = 0, 31, 1 do
for y = 0, 31, 1 do
position = {x = left_top_x + x, y = left_top_y + y}
local q = position.x * position.x
local w = position.y * position.y
local distance = math.sqrt(q + w)
if distance >= arty_count.distance then
if arty_count.count >= arty_count.max then
return
else
local roll = math.random(1, 2024)
if roll == 1 then
local arty = surface.create_entity {name = 'artillery-turret', position = position, force = 'enemy'}
-- arty.insert{name='artillery-shell', count = '5'}
--local k = #arty_count.all
-- game.print(k)
arty_count.all[arty.unit_number] = arty
-- game.print(arty_count.all[1].name)
arty_count.count = arty_count.count + 1
-- game.print(arty_count.count)
-- game.print(position)
end
end
end
end
end
end
local function on_entity_died(event)
local entity = event.entity
if not entity or not entity.valid then
return
end
if arty_count.all[entity.unit_number] then
arty_count.all[entity.unit_number] = nil
arty_count.count = arty_count.count - 1
end
-- local force = entity.force
-- local name = entity.name
-- if name == 'artillery-turret' and force.name == 'enemy' then
-- arty_count.all[entity.unit_number] = nil
-- arty_count.count = arty_count.count -1
--
-- if arty_count.count <= 0 then
-- arty_count.count = 0
-- end
end
function on_player_changed_position(event)
local player = game.players[event.player_index]
local surface = player.surface
if not surface.valid then
return
end
local position = player.position
local q = position.x * position.x
local w = position.y * position.y
local distance = math.sqrt(q + w)
--artillery-targeting-remote
game.print('123')
surface.create_entity(
{
name = 'artillery-targeting-remote',
position = position,
force = 'enemy'
-- target = position,
-- speed = 0.001
}
)
game.print('logging')
end
local artillery_target_callback =
Token.register(
function(data)
local position = data.position
local entity = data.entity
if not entity.valid then
return
end
local tx, ty = position.x, position.y
local pos = entity.position
local x, y = pos.x, pos.y
local dx, dy = tx - x, ty - y
local d = dx * dx + dy * dy
-- if d >= 1024 and d <= 441398 then -- 704 in depth~
if entity.name == 'character' then
entity.surface.create_entity {
name = 'artillery-projectile',
position = position,
target = entity,
force = 'enemy',
speed = arty_count.pace
}
elseif entity.name ~= 'character' then
entity.surface.create_entity {
name = 'rocket',
position = position,
target = entity,
force = 'enemy',
speed = arty_count.pace
}
end
end
-- end
)
local function do_artillery_turrets_targets()
--local surface = arty_count.surface
local this = WPT.get()
local surface = game.surfaces[this.active_surface_index]
--选取重炮
local roll_table = {}
for index, arty in pairs(arty_count.all) do
if arty.valid then
roll_table[#roll_table + 1] = arty
else
arty_count.all[index] = nil -- <- if not valid, remove from table
arty_count.count = arty_count.count - 1
end
end
if #roll_table <= 0 then
return
end
local roll = math.random(1, #roll_table)
local position = roll_table[roll].position
--扫描区域
-- local normal_area = {left_top = {-480, -480}, right_bottom = {480, 480}}
-- game.print(123)
-- normal_area= roll_table[roll].artillery_area
-- game.print(12)
local entities = surface.find_entities_filtered {position = position, radius = arty_count.radius, name = artillery_target_entities, force = game.forces.player}
-- local entities = surface.find_entities_filtered {area = normal_area, name = artillery_target_entities, force = 'player'}
if #entities == 0 then
return
end
--开火
for i = 1, arty_count.count do
local entity = entities[math.random(#entities)]
--game.print(entity.position)
if entity and entity.valid then
local data = {position = position, entity = entity}
Task.set_timeout_in_ticks(i * 60, artillery_target_callback, data)
end
end
end
Event.add(defines.events.on_chunk_generated, on_chunk_generated)
Event.add(defines.events.on_entity_died, on_entity_died)
--Event.add(defines.events.on_player_changed_position, on_player_changed_position)
--Event.on_nth_tick(600, add_bullet)
Event.on_nth_tick(10, do_artillery_turrets_targets)
Event.on_init(on_init)
return Public