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ComfyFactorio/maps/biter_battles_v2/ai.lua
2019-05-30 13:12:07 +02:00

200 lines
6.9 KiB
Lua

local event = require 'utils.event'
local math_random = math.random
local ai = {}
local threat_values = {
["small-spitter"] = 2,
["small-biter"] = 2,
["medium-spitter"] = 4,
["medium-biter"] = 4,
["big-spitter"] = 8,
["big-biter"] = 8,
["behemoth-spitter"] = 24,
["behemoth-biter"] = 24
}
ai.send_near_biters_to_silo = function()
if game.tick < 108000 then return end
if not global.rocket_silo["north"] then return end
if not global.rocket_silo["south"] then return end
game.surfaces["biter_battles"].set_multi_command({
command={
type=defines.command.attack,
target=global.rocket_silo["north"],
distraction=defines.distraction.none
},
unit_count = 8,
force = "north_biters",
unit_search_distance=128
})
game.surfaces["biter_battles"].set_multi_command({
command={
type=defines.command.attack,
target=global.rocket_silo["south"],
distraction=defines.distraction.none
},
unit_count = 8,
force = "south_biters",
unit_search_distance=128
})
end
local function get_random_close_spawner(surface, biter_force_name)
local spawners = surface.find_entities_filtered({type = "unit-spawner", force = biter_force_name})
if not spawners[1] then return false end
local spawner = spawners[math_random(1,#spawners)]
for i = 1, 4, 1 do
local spawner_2 = spawners[math_random(1,#spawners)]
if spawner_2.position.x ^ 2 + spawner_2.position.y ^ 2 < spawner.position.x ^ 2 + spawner.position.y ^ 2 then spawner = spawner_2 end
end
return spawner
end
local function select_units_around_spawner(spawner, force_name, biter_force_name)
local biters = spawner.surface.find_enemy_units(spawner.position, 160, force_name)
if not biters[1] then return false end
local valid_biters = {}
local size = math_random(2, 3) * 0.1
local threat = global.bb_threat[biter_force_name] * size
for _, biter in pairs(biters) do
if biter.force.name == biter_force_name then
valid_biters[#valid_biters + 1] = biter
threat = threat - threat_values[biter.name]
end
if threat < 0 then break end
end
return valid_biters
end
local function send_group(unit_group, force_name, nearest_player_unit)
local target = nearest_player_unit.position
if math_random(1,2) == 1 then target = global.rocket_silo[force_name].position end
unit_group.set_command({
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = {
{
type = defines.command.attack_area,
destination = target,
radius = 32,
distraction=defines.distraction.by_enemy
},
{
type = defines.command.attack,
target = global.rocket_silo[force_name],
distraction = defines.distraction.by_enemy
}
}
})
return true
end
local function create_attack_group(surface, force_name, biter_force_name)
if global.bb_threat[biter_force_name] <= 0 then return false end
local spawner = get_random_close_spawner(surface, biter_force_name)
if not spawner then return false end
local nearest_player_unit = surface.find_nearest_enemy({position = spawner.position, max_distance = 2048, force = biter_force_name})
if not nearest_player_unit then nearest_player_unit = global.rocket_silo[force_name] end
local unit_group_position = {x = (spawner.position.x + nearest_player_unit.position.x) * 0.5, y = (spawner.position.y + nearest_player_unit.position.y) * 0.5}
local pos = surface.find_non_colliding_position("rocket-silo", unit_group_position, 128, 1)
if pos then unit_group_position = pos end
local units = select_units_around_spawner(spawner, force_name, biter_force_name)
if not units then return false end
local unit_group = surface.create_unit_group({position = unit_group_position, force = biter_force_name})
for _, unit in pairs(units) do unit_group.add_member(unit) end
send_group(unit_group, force_name, nearest_player_unit)
end
ai.main_attack = function()
local surface = game.surfaces["biter_battles"]
for _, force_name in pairs({"north", "south"}) do
create_attack_group(surface, force_name, force_name .. "_biters")
end
end
--Prevent Players from damaging Rocket Silos
local function protect_silo(event)
if event.cause then
if event.cause.type == "unit" then return end
end
if event.entity.name ~= "rocket-silo" then return end
event.entity.health = event.entity.health + event.final_damage_amount
end
--Prevent Players from doing direct pvp combat
local function ignore_pvp(event)
if not event.cause then return end
if event.cause.force.name == "north" then
if event.entity.force.name == "south" then
if not event.entity.valid then return end
event.entity.health = event.entity.health + event.final_damage_amount
return
end
end
if event.cause.force.name == "south" then
if event.entity.force.name == "north" then
if not event.entity.valid then return end
event.entity.health = event.entity.health + event.final_damage_amount
return
end
end
end
--Biter Evasion
local random_max = 10000
local function get_evade_chance(force_name)
return random_max - (random_max / global.bb_evasion[force_name])
end
local function evade(event)
if not event.entity.valid then return end
if not global.bb_evasion[event.entity.force.name] then return end
if event.final_damage_amount > event.entity.prototype.max_health * global.bb_evasion[event.entity.force.name] then return end
if math_random(1, random_max) > get_evade_chance(event.entity.force.name) then return end
event.entity.health = event.entity.health + event.final_damage_amount
end
local function on_entity_damaged(event)
evade(event)
protect_silo(event)
--ignore_pvp(event)
end
--Biter Threat Value Substraction
local function on_entity_died(event)
if not event.entity.valid then return end
if threat_values[event.entity.name] then
global.bb_threat[event.entity.force.name] = global.bb_threat[event.entity.force.name] - threat_values[event.entity.name]
return
end
end
--Flamethrower Turret Nerf
local function on_research_finished(event)
local research = event.research
local force_name = research.force.name
if research.name == "flamethrower" then
if not global.flamethrower_damage then global.flamethrower_damage = {} end
global.flamethrower_damage[force_name] = -0.6
game.forces[force_name].set_turret_attack_modifier("flamethrower-turret", global.flamethrower_damage[force_name])
game.forces[force_name].set_ammo_damage_modifier("flamethrower", global.flamethrower_damage[force_name])
end
if string.sub(research.name, 0, 18) == "refined-flammables" then
global.flamethrower_damage[force_name] = global.flamethrower_damage[force_name] + 0.05
game.forces[force_name].set_turret_attack_modifier("flamethrower-turret", global.flamethrower_damage[force_name])
game.forces[force_name].set_ammo_damage_modifier("flamethrower", global.flamethrower_damage[force_name])
end
end
event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_research_finished, on_research_finished)
return ai