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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/modules/wave_defense/main.lua
2020-06-07 13:33:24 +02:00

530 lines
20 KiB
Lua

local BiterHealthBooster = require "modules.biter_health_booster"
local BiterRolls = require "modules.wave_defense.biter_rolls"
local SideTargets = require "modules.wave_defense.side_targets"
local ThreatEvent = require "modules.wave_defense.threat_events"
local update_gui = require "modules.wave_defense.gui"
local threat_values = require "modules.wave_defense.threat_values"
local WD = require "modules.wave_defense.table"
local Alert = require 'utils.alert'
local math_random = math.random
local math_floor = math.floor
local table_insert = table.insert
local math_sqrt = math.sqrt
local math_round = math.round
local event = require 'utils.event'
local Public = {}
local group_size_modifier_raffle = {}
local group_size_chances = {{4, 0.4}, {5, 0.5}, {6, 0.6}, {7, 0.7}, {8, 0.8}, {9, 0.9}, {10, 1}, {9, 1.1}, {8, 1.2}, {7, 1.3}, {6, 1.4}, {5, 1.5}, {4, 1.6}, {3, 1.7}, {2, 1.8}}
for _, v in pairs(group_size_chances) do
for c = 1, v[1], 1 do
table_insert(group_size_modifier_raffle, v[2])
end
end
local group_size_modifier_raffle_size = #group_size_modifier_raffle
local function debug_print(msg)
local wave_defense_table = WD.get_table()
if not wave_defense_table.debug then return end
print("WaveDefense: " .. msg)
end
local function is_closer(pos1, pos2, pos)
return ((pos1.x - pos.x)^2 + (pos1.y - pos.y)^2) < ((pos2.x - pos.x)^2 + (pos2.y - pos.y)^2)
end
local function shuffle_distance(tbl, position)
local size = #tbl
for i = size, 1, -1 do
local rand = math_random(size)
if is_closer(tbl[i].position, tbl[rand].position, position) and i > rand then
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
end
return tbl
end
local function is_unit_valid(biter)
local wave_defense_table = WD.get_table()
if not biter.entity then debug_print("is_unit_valid - unit destroyed - does no longer exist") return false end
if not biter.entity.valid then debug_print("is_unit_valid - unit destroyed - invalid") return false end
if not biter.entity.unit_group then debug_print("is_unit_valid - unit destroyed - no unitgroup") return false end
if biter.spawn_tick + wave_defense_table.max_biter_age < game.tick then debug_print("is_unit_valid - unit destroyed - timed out") return false end
return true
end
local function refresh_active_unit_threat()
local wave_defense_table = WD.get_table()
debug_print("refresh_active_unit_threat - current value " .. wave_defense_table.active_biter_threat)
local active_biter_threat = 0
for k, biter in pairs(wave_defense_table.active_biters) do
if biter.entity then
if biter.entity.valid then
active_biter_threat = active_biter_threat + threat_values[biter.entity.name]
end
end
end
wave_defense_table.active_biter_threat = math_round(active_biter_threat * global.biter_health_boost, 2)
debug_print("refresh_active_unit_threat - new value " .. wave_defense_table.active_biter_threat)
end
local function time_out_biters()
local wave_defense_table = WD.get_table()
for k, biter in pairs(wave_defense_table.active_biters) do
if not is_unit_valid(biter) then
wave_defense_table.active_biter_count = wave_defense_table.active_biter_count - 1
if biter.entity then
if biter.entity.valid then
wave_defense_table.active_biter_threat = wave_defense_table.active_biter_threat - math_round(threat_values[biter.entity.name] * global.biter_health_boost, 2)
if biter.entity.force.index == 2 then
biter.entity.destroy()
end
end
end
wave_defense_table.active_biters[k] = nil
end
end
end
local function get_random_close_spawner(surface)
local wave_defense_table = WD.get_table()
local spawners = surface.find_entities_filtered({type = "unit-spawner"})
if not spawners[1] then return false end
local center = wave_defense_table.target.position
local spawner = spawners[math_random(1,#spawners)]
for i = 1, wave_defense_table.get_random_close_spawner_attempts, 1 do
local spawner_2 = spawners[math_random(1,#spawners)]
if (center.x - spawner_2.position.x) ^ 2 + (center.y - spawner_2.position.y) ^ 2 < (center.x - spawner.position.x) ^ 2 + (center.y - spawner.position.y) ^ 2 then spawner = spawner_2 end
end
debug_print("get_random_close_spawner - Found at x" .. spawner.position.x .. " y" .. spawner.position.y)
return spawner
end
local function get_random_character(wave_defense_table)
local characters = {}
for _, player in pairs(game.connected_players) do
if player.character then
if player.character.valid then
if player.character.surface.index == wave_defense_table.surface_index then
characters[#characters + 1] = player.character
end
end
end
end
if not characters[1] then return end
return characters[math_random(1, #characters)]
end
local function set_main_target()
local wave_defense_table = WD.get_table()
if wave_defense_table.target then
if wave_defense_table.target.valid then return end
end
local target = SideTargets.get_side_target()
if not target then target = get_random_character(wave_defense_table) end
if not target then return end
wave_defense_table.target = target
debug_print("set_main_target -- New main target " .. target.name .. " at position x" .. target.position.x .. " y" .. target.position.y .. " selected.")
end
local function set_group_spawn_position(surface)
local wave_defense_table = WD.get_table()
local spawner = get_random_close_spawner(surface)
if not spawner then return end
local position = surface.find_non_colliding_position("behemoth-biter", spawner.position, 64, 1)
if not position then return end
wave_defense_table.spawn_position = {x = position.x, y = position.y}
debug_print("set_group_spawn_position -- Changed position to x" .. wave_defense_table.spawn_position.x .. " y" .. wave_defense_table.spawn_position.y .. ".")
end
local function set_enemy_evolution()
local wave_defense_table = WD.get_table()
local evolution_factor = wave_defense_table.wave_number * 0.001
local biter_health_boost = 1
--local damage_increase = 0
if evolution_factor > 1 then
--damage_increase = damage_increase + (evolution_factor - 1)
--biter_health_boost = biter_health_boost + (evolution_factor - 1) * 2
evolution_factor = 1
end
if wave_defense_table.threat > 50000 then
biter_health_boost = math_round(biter_health_boost + (wave_defense_table.threat - 50000) * 0.000033, 3)
--damage_increase = math_round(damage_increase + wave_defense_table.threat * 0.0000025, 3)
end
global.biter_health_boost = biter_health_boost
--game.forces.enemy.set_ammo_damage_modifier("melee", damage_increase)
--game.forces.enemy.set_ammo_damage_modifier("biological", damage_increase)
game.forces.enemy.evolution_factor = evolution_factor
end
local function can_units_spawn()
local wave_defense_table = WD.get_table()
if wave_defense_table.threat <= 0 then
debug_print("can_units_spawn - threat too low")
return false
end
if wave_defense_table.active_biter_count >= wave_defense_table.max_active_biters then
debug_print("can_units_spawn - active biter count too high")
return false
end
if wave_defense_table.active_biter_threat >= wave_defense_table.threat then
debug_print("can_units_spawn - active biter threat too high (" .. wave_defense_table.active_biter_threat .. ")")
return false
end
return true
end
local function get_active_unit_groups_count()
local wave_defense_table = WD.get_table()
local count = 0
for _, g in pairs(wave_defense_table.unit_groups) do
if g.valid then
if #g.members > 0 then
count = count + 1
else
g.destroy()
end
end
end
debug_print("Active unit group count: " .. count)
return count
end
local function spawn_biter(surface, is_boss_biter)
local wave_defense_table = WD.get_table()
if not is_boss_biter then
if not can_units_spawn() then return end
end
local name
if math_random(1,100) > 73 then
name = BiterRolls.wave_defense_roll_spitter_name()
else
name = BiterRolls.wave_defense_roll_biter_name()
end
--local position = surface.find_non_colliding_position(name, wave_defense_table.spawn_position, 48, 2)
--if not position then return false end
local biter = surface.create_entity({name = name, position = wave_defense_table.spawn_position, force = "enemy"})
biter.ai_settings.allow_destroy_when_commands_fail = false
biter.ai_settings.allow_try_return_to_spawner = false
if is_boss_biter then BiterHealthBooster.add_boss_unit(biter, global.biter_health_boost * 5, 0.35) end
wave_defense_table.active_biters[biter.unit_number] = {entity = biter, spawn_tick = game.tick}
wave_defense_table.active_biter_count = wave_defense_table.active_biter_count + 1
wave_defense_table.active_biter_threat = wave_defense_table.active_biter_threat + math_round(threat_values[name] * global.biter_health_boost, 2)
return biter
end
local function set_next_wave()
local wave_defense_table = WD.get_table()
wave_defense_table.wave_number = wave_defense_table.wave_number + 1
local threat_gain = wave_defense_table.wave_number * wave_defense_table.threat_gain_multiplier
if wave_defense_table.wave_number > 1000 then
threat_gain = threat_gain * (wave_defense_table.wave_number * 0.001)
end
if wave_defense_table.wave_number % 25 == 0 then
wave_defense_table.boss_wave = true
wave_defense_table.boss_wave_warning = true
if wave_defense_table.alert_boss_wave then
local msg = 'Boss Wave: ' .. wave_defense_table.wave_number
local pos = {
position = wave_defense_table.spawn_position
}
Alert.alert_all_players_location(pos, msg, {r = 0.8, g = 0.1, b = 0.1})
end
threat_gain = threat_gain * 2
else
if wave_defense_table.boss_wave_warning then
wave_defense_table.boss_wave_warning = false
end
end
wave_defense_table.threat = wave_defense_table.threat + math_floor(threat_gain)
wave_defense_table.last_wave = wave_defense_table.next_wave
wave_defense_table.next_wave = game.tick + wave_defense_table.wave_interval
if wave_defense_table.clear_corpses then
local surface = game.surfaces[wave_defense_table.surface_index]
for _, entity in pairs(surface.find_entities_filtered {type = 'corpse'}) do
if math_random(1, 2) == 1 then
entity.destroy()
end
end
end
end
local function reform_group(group)
local wave_defense_table = WD.get_table()
local group_position = {x = group.position.x, y = group.position.y}
local step_length = wave_defense_table.unit_group_command_step_length
local position = group.surface.find_non_colliding_position("biter-spawner", group_position, step_length, 4)
if position then
local new_group = group.surface.create_unit_group{position = position, force = group.force}
for key, biter in pairs(group.members) do
new_group.add_member(biter)
end
debug_print("Creating new unit group, because old one was stuck.")
table_insert(wave_defense_table.unit_groups, new_group)
return new_group
else
debug_print("Destroying stuck group.")
--table.remove(wave_defense_table.unit_groups, group) --need group id instead to work, so as of now, groups are removed only by regular remove checks :( !
group.destroy()
end
return nil
end
local function get_commmands(group)
local wave_defense_table = WD.get_table()
local commands = {}
local group_position = {x = group.position.x, y = group.position.y}
local step_length = wave_defense_table.unit_group_command_step_length
if math_random(1,2) == 1 then
local side_target = SideTargets.get_side_target()
if side_target then
local target_position = side_target.position
local distance_to_target = math_floor(math_sqrt((target_position.x - group_position.x) ^ 2 + (target_position.y - group_position.y) ^ 2))
local steps = math_floor(distance_to_target / step_length) + 1
local vector = {math_round((target_position.x - group_position.x) / steps, 3), math_round((target_position.y - group_position.y) / steps, 3)}
if wave_defense_table.debug then
debug_print("get_commmands - to side_target x" .. side_target.position.x .. " y" .. side_target.position.y)
debug_print("get_commmands - distance_to_target:" .. distance_to_target .. " steps:" .. steps)
debug_print("get_commmands - vector " .. vector[1] .. "_" .. vector[2])
end
for i = 1, steps, 1 do
local old_position = group_position
group_position.x = group_position.x + vector[1]
group_position.y = group_position.y + vector[2]
local obstacles = group.surface.find_entities_filtered{position = old_position, radius = step_length, type = {"simple-entity", "tree"}, limit = 50}
if obstacles then
shuffle_distance(obstacles, old_position)
for i = 1, #obstacles, 1 do
if obstacles[i].valid then
commands[#commands + 1] = {
type = defines.command.attack,
target = obstacles[i],
distraction = defines.distraction.by_enemy
}
end
end
end
local position = group.surface.find_non_colliding_position("rocket-silo", group_position, step_length, 4)
if position then
-- commands[#commands + 1] = {
-- type = defines.command.go_to_location,
-- destination = {x = position.x, y = position.y},
-- distraction = defines.distraction.by_anything
-- }
commands[#commands + 1] = {
type = defines.command.attack_area,
destination = {x = position.x, y = position.y},
radius = 16,
distraction = defines.distraction.by_anything
}
else
local obstacles = group.surface.find_entities_filtered{position = group_position, radius = step_length, type = {"simple-entity", "tree"}, limit = 50}
if obstacles then
shuffle_distance(obstacles, old_position)
for i = 1, #obstacles, 1 do
if obstacles[i].valid then
commands[#commands + 1] = {
type = defines.command.attack,
target = obstacles[i],
distraction = defines.distraction.by_enemy
}
end
end
end
end
end
commands[#commands + 1] = {
type = defines.command.attack,
target = side_target,
distraction = defines.distraction.by_enemy,
}
end
end
local target_position = wave_defense_table.target.position
local distance_to_target = math_floor(math_sqrt((target_position.x - group_position.x) ^ 2 + (target_position.y - group_position.y) ^ 2))
local steps = math_floor(distance_to_target / step_length) + 1
local vector = {math_round((target_position.x - group_position.x) / steps, 3), math_round((target_position.y - group_position.y) / steps, 3)}
if wave_defense_table.debug then
debug_print("get_commmands - to main target x" .. target_position.x .. " y" .. target_position.y)
debug_print("get_commmands - distance_to_target:" .. distance_to_target .. " steps:" .. steps)
debug_print("get_commmands - vector " .. vector[1] .. "_" .. vector[2])
end
for i = 1, steps, 1 do
local old_position = group_position
group_position.x = group_position.x + vector[1]
group_position.y = group_position.y + vector[2]
local obstacles = group.surface.find_entities_filtered{position = old_position, radius = step_length / 2, type = {"simple-entity", "tree"}, limit = 50}
if obstacles then
shuffle_distance(obstacles, old_position)
for i = 1, #obstacles, 1 do
if obstacles[i].valid then
commands[#commands + 1] = {
type = defines.command.attack,
target = obstacles[i],
distraction = defines.distraction.by_enemy
}
end
end
end
local position = group.surface.find_non_colliding_position("rocket-silo", group_position, step_length, 1)
if position then
commands[#commands + 1] = {
type = defines.command.attack_area,
destination = {x = position.x, y = position.y},
radius = 16,
distraction = defines.distraction.by_anything
}
end
end
commands[#commands + 1] = {
type = defines.command.attack_area,
destination = {x = target_position.x, y = target_position.y},
radius = 8,
distraction = defines.distraction.by_enemy
}
commands[#commands + 1] = {
type = defines.command.attack,
target = wave_defense_table.target,
distraction = defines.distraction.by_enemy,
}
return commands
end
local function command_unit_group(group)
local wave_defense_table = WD.get_table()
if not wave_defense_table.unit_group_last_command[group.group_number] then
wave_defense_table.unit_group_last_command[group.group_number] = game.tick - (wave_defense_table.unit_group_command_delay + 1)
end
if wave_defense_table.unit_group_last_command[group.group_number] then
if wave_defense_table.unit_group_last_command[group.group_number] + wave_defense_table.unit_group_command_delay > game.tick then return end
end
local tile = group.surface.get_tile(group.position)
if tile.valid and tile.collides_with("player-layer") then
group = reform_group(group)
end
if not group then return end
group.set_command({
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = get_commmands(group)
})
wave_defense_table.unit_group_last_command[group.group_number] = game.tick
end
local function give_commands_to_unit_groups()
local wave_defense_table = WD.get_table()
if #wave_defense_table.unit_groups == 0 then return end
if not wave_defense_table.target then return end
if not wave_defense_table.target.valid then return end
for k, group in pairs(wave_defense_table.unit_groups) do
if group.valid then
command_unit_group(group)
else
table.remove(wave_defense_table.unit_groups, k)
end
end
end
local function spawn_unit_group()
local wave_defense_table = WD.get_table()
if not can_units_spawn() then return end
if not wave_defense_table.target then return end
if not wave_defense_table.target.valid then return end
if get_active_unit_groups_count() >= wave_defense_table.max_active_unit_groups then return end
local surface = game.surfaces[wave_defense_table.surface_index]
set_group_spawn_position(surface)
local pos = wave_defense_table.spawn_position
if not surface.can_place_entity({name = "small-biter", position = pos}) then return end
local radius = 10
local area = {left_top = {pos.x - radius, pos.y - radius}, right_bottom = {pos.x + radius, pos.y + radius}}
for k,v in pairs(surface.find_entities_filtered{area = area, name = "land-mine"}) do if v and v.valid then v.die() end end
BiterRolls.wave_defense_set_unit_raffle(wave_defense_table.wave_number)
debug_print("Spawning unit group at x" .. wave_defense_table.spawn_position.x .." y" .. wave_defense_table.spawn_position.y)
local unit_group = surface.create_unit_group({position = wave_defense_table.spawn_position, force = "enemy"})
local group_size = math_floor(wave_defense_table.average_unit_group_size * group_size_modifier_raffle[math_random(1, group_size_modifier_raffle_size)])
for _ = 1, group_size, 1 do
local biter = spawn_biter(surface)
if not biter then break end
unit_group.add_member(biter)
end
if wave_defense_table.boss_wave then
local count = math_random(1, math_floor(wave_defense_table.wave_number * 0.01) + 2)
if count > 8 then count = 8 end
for _ = 1, count, 1 do
local biter = spawn_biter(surface, true)
if not biter then break end
unit_group.add_member(biter)
end
wave_defense_table.boss_wave = false
end
table_insert(wave_defense_table.unit_groups, unit_group)
return true
end
local function log_threat()
local wave_defense_table = WD.get_table()
wave_defense_table.threat_log_index = wave_defense_table.threat_log_index + 1
wave_defense_table.threat_log[wave_defense_table.threat_log_index] = wave_defense_table.threat
if wave_defense_table.threat_log_index > 900 then wave_defense_table.threat_log[wave_defense_table.threat_log_index - 901] = nil end
end
local tick_tasks = {
[30] = set_main_target,
[60] = set_enemy_evolution,
[90] = spawn_unit_group,
[120] = give_commands_to_unit_groups,
[150] = ThreatEvent.build_nest,
[180] = ThreatEvent.build_worm,
[3600] = time_out_biters,
[7200] = refresh_active_unit_threat,
}
local function on_tick()
local wave_defense_table = WD.get_table()
if wave_defense_table.game_lost then return end
if game.tick > wave_defense_table.next_wave then set_next_wave() end
local t = game.tick % 300
local t2 = game.tick % 18000
if tick_tasks[t] then tick_tasks[t]() end
if tick_tasks[t2] then tick_tasks[t2]() end
if game.tick % 60 == 0 then log_threat() end
for _, player in pairs(game.connected_players) do update_gui(player) end
end
local function on_init()
local wave_defense_table = WD.get_table()
wave_defense_table.reset_wave_defense()
end
event.on_nth_tick(30, on_tick)
return Public