mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-10 00:43:27 +02:00
200 lines
6.9 KiB
Lua
200 lines
6.9 KiB
Lua
local event = require 'utils.event'
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local math_random = math.random
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local ai = {}
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local threat_values = {
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["small-spitter"] = 2,
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["small-biter"] = 2,
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["medium-spitter"] = 4,
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["medium-biter"] = 4,
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["big-spitter"] = 8,
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["big-biter"] = 8,
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["behemoth-spitter"] = 24,
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["behemoth-biter"] = 24
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}
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ai.send_near_biters_to_silo = function()
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if game.tick < 108000 then return end
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if not global.rocket_silo["north"] then return end
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if not global.rocket_silo["south"] then return end
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game.surfaces["biter_battles"].set_multi_command({
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command={
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type=defines.command.attack,
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target=global.rocket_silo["north"],
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distraction=defines.distraction.none
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},
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unit_count = 8,
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force = "north_biters",
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unit_search_distance=128
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})
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game.surfaces["biter_battles"].set_multi_command({
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command={
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type=defines.command.attack,
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target=global.rocket_silo["south"],
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distraction=defines.distraction.none
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},
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unit_count = 8,
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force = "south_biters",
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unit_search_distance=128
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})
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end
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local function get_random_close_spawner(surface, biter_force_name)
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local spawners = surface.find_entities_filtered({type = "unit-spawner", force = biter_force_name})
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if not spawners[1] then return false end
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local spawner = spawners[math_random(1,#spawners)]
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for i = 1, 4, 1 do
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local spawner_2 = spawners[math_random(1,#spawners)]
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if spawner_2.position.x ^ 2 + spawner_2.position.y ^ 2 < spawner.position.x ^ 2 + spawner.position.y ^ 2 then spawner = spawner_2 end
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end
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return spawner
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end
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local function select_units_around_spawner(spawner, force_name, biter_force_name)
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local biters = spawner.surface.find_enemy_units(spawner.position, 160, force_name)
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if not biters[1] then return false end
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local valid_biters = {}
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local size = math_random(2, 3) * 0.1
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local threat = global.bb_threat[biter_force_name] * size
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for _, biter in pairs(biters) do
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if biter.force.name == biter_force_name then
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valid_biters[#valid_biters + 1] = biter
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threat = threat - threat_values[biter.name]
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end
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if threat < 0 then break end
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end
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return valid_biters
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end
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local function send_group(unit_group, force_name, nearest_player_unit)
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local target = nearest_player_unit.position
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if math_random(1,2) == 1 then target = global.rocket_silo[force_name].position end
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unit_group.set_command({
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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 = target,
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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.rocket_silo[force_name],
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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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return true
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end
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local function create_attack_group(surface, force_name, biter_force_name)
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if global.bb_threat[biter_force_name] <= 0 then return false end
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local spawner = get_random_close_spawner(surface, biter_force_name)
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if not spawner then return false end
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local nearest_player_unit = surface.find_nearest_enemy({position = spawner.position, max_distance = 2048, force = biter_force_name})
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if not nearest_player_unit then nearest_player_unit = global.rocket_silo[force_name] end
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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}
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local pos = surface.find_non_colliding_position("rocket-silo", unit_group_position, 128, 1)
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if pos then unit_group_position = pos end
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local units = select_units_around_spawner(spawner, force_name, biter_force_name)
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if not units then return false end
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local unit_group = surface.create_unit_group({position = unit_group_position, force = biter_force_name})
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for _, unit in pairs(units) do unit_group.add_member(unit) end
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send_group(unit_group, force_name, nearest_player_unit)
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end
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ai.main_attack = function()
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local surface = game.surfaces["biter_battles"]
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for _, force_name in pairs({"north", "south"}) do
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create_attack_group(surface, force_name, force_name .. "_biters")
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end
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end
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--Prevent Players from damaging Rocket Silos
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local function protect_silo(event)
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if event.cause then
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if event.cause.type == "unit" then return end
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end
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if event.entity.name ~= "rocket-silo" then return end
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event.entity.health = event.entity.health + event.final_damage_amount
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end
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--Prevent Players from doing direct pvp combat
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local function ignore_pvp(event)
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if not event.cause then return end
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if event.cause.force.name == "north" then
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if event.entity.force.name == "south" then
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if not event.entity.valid then return end
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event.entity.health = event.entity.health + event.final_damage_amount
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return
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end
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end
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if event.cause.force.name == "south" then
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if event.entity.force.name == "north" then
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if not event.entity.valid then return end
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event.entity.health = event.entity.health + event.final_damage_amount
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return
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end
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end
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end
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--Biter Evasion
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local random_max = 10000
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local function get_evade_chance(force_name)
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return random_max - (random_max / global.bb_evasion[force_name])
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end
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local function evade(event)
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if not event.entity.valid then return end
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if not global.bb_evasion[event.entity.force.name] then return end
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if event.final_damage_amount > event.entity.prototype.max_health * global.bb_evasion[event.entity.force.name] then return end
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if math_random(1, random_max) > get_evade_chance(event.entity.force.name) then return end
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event.entity.health = event.entity.health + event.final_damage_amount
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end
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local function on_entity_damaged(event)
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evade(event)
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protect_silo(event)
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--ignore_pvp(event)
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end
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--Biter Threat Value Substraction
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local function on_entity_died(event)
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if not event.entity.valid then return end
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if threat_values[event.entity.name] then
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global.bb_threat[event.entity.force.name] = global.bb_threat[event.entity.force.name] - threat_values[event.entity.name]
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return
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end
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end
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--Flamethrower Turret Nerf
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local function on_research_finished(event)
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local research = event.research
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local force_name = research.force.name
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if research.name == "flamethrower" then
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if not global.flamethrower_damage then global.flamethrower_damage = {} end
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global.flamethrower_damage[force_name] = -0.6
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game.forces[force_name].set_turret_attack_modifier("flamethrower-turret", global.flamethrower_damage[force_name])
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game.forces[force_name].set_ammo_damage_modifier("flamethrower", global.flamethrower_damage[force_name])
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end
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if string.sub(research.name, 0, 18) == "refined-flammables" then
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global.flamethrower_damage[force_name] = global.flamethrower_damage[force_name] + 0.05
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game.forces[force_name].set_turret_attack_modifier("flamethrower-turret", global.flamethrower_damage[force_name])
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game.forces[force_name].set_ammo_damage_modifier("flamethrower", global.flamethrower_damage[force_name])
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end
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end
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event.add(defines.events.on_entity_damaged, on_entity_damaged)
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event.add(defines.events.on_entity_died, on_entity_died)
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event.add(defines.events.on_research_finished, on_research_finished)
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return ai |