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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/native_war/team.lua
2020-02-23 04:02:58 +01:00

182 lines
8.2 KiB
Lua

local Public = {}
local math_random = math.random
function Public.add_unit(force_name,unit_number, unit)
global.map_forces[force_name].units[unit_number] = unit
end
function Public.on_buy_wave(surface, force, tier)
if tier == "red" or tier == "green" then
local random_biter = math.random(5,9)
for i = 1, random_biter, 1 do
local unit = game.surfaces[surface].create_entity{name = "small-biter", position = {global.map_forces[force].spawn.x + i, global.map_forces[force].spawn.y} , force = game.forces[force]}
global.map_forces[force].units[unit.unit_number] = unit
end
for i = 1, 10-random_biter, 1 do
local unit = game.surfaces[surface].create_entity{name = "small-spitter", position = {global.map_forces[force].spawn.x + i,global.map_forces[force].spawn.y}, force = game.forces[force]}
global.map_forces[force].units[unit.unit_number] = unit
end
return
end
if tier=="grey" then
local random_biter=math.random(5,9)
for i = 1, random_biter, 1 do
local unit = game.surfaces[surface].create_entity{name = "medium-biter", position = {global.map_forces[force].spawn.x + i,global.map_forces[force].spawn.y}, force = game.forces[force]}
global.map_forces[force].units[unit.unit_number] = unit
end
for i = 1, 10-random_biter, 1 do
local unit = game.surfaces[surface].create_entity{name = "medium-spitter", position = {global.map_forces[force].spawn.x + i,global.map_forces[force].spawn.y}, force = game.forces[force]}
global.map_forces[force].units[unit.unit_number] = unit
end
return
end
if tier=="blue" then
local random_biter = math.random(5,9)
for i = 1, random_biter, 1 do
local unit = game.surfaces[surface].create_entity{name = "big-biter", position = {global.map_forces[force].spawn.x + i,global.map_forces[force].spawn.y}, force = game.forces[force]}
global.map_forces[force].units[unit.unit_number] = unit
end
for i = 1, 10-random_biter, 1 do
local unit = game.surfaces[surface].create_entity{name = "big-spitter", position = {global.map_forces[force].spawn.x + i,global.map_forces[force].spawn.y}, force = game.forces[force]}
global.map_forces[force].units[unit.unit_number] = unit
end
return
end
if tier=="purple" or tier=="yellow" then
local random_biter = math.random(5,9)
for i = 1, random_biter, 1 do
local unit = game.surfaces[surface].create_entity{name = "-biter", position = {global.map_forces[force].spawn.x + i,global.map_forces[force].spawn.y}, force = game.forces[force]}
global.map_forces[force].units[unit.unit_number] = unit
end
for i = 1, 10-random_biter, 1 do
local unit = game.surfaces[surface].create_entity{name = "behemoth-spitter", position = {global.map_forces[force].spawn.x + i,global.map_forces[force].spawn.y}, force = game.forces[force]}
global.map_forces[force].units[unit.unit_number] = unit
end
return
end
end
function Public.buy_worm_turret(surface,force_name, dist, player, player_nb_sp, nb_sp_price, sp)
local size_table_turret = #global.map_forces[force_name].worm_turrets_positions
if dist == "All" then
local player_sp_count = player_nb_sp
count = 0
for k, pos in pairs(global.map_forces[force_name].worm_turrets_positions) do
local turret = surface.find_entity('small-worm-turret',{pos.x,pos.y})
if turret == nil and player_sp_count >= nb_sp_price then
local turrets = surface.find_entities_filtered{position = {pos.x,pos.y}, name ={'medium-worm-turret','big-worm-turret','behemoth-worm-turret'}}
if #turrets ==0 then
local position = surface.find_non_colliding_position("big-worm-turret", {pos.x,pos.y}, 5, 1)
if not position then position = {pos.x,pos.y} end
surface.create_entity({name = "small-worm-turret", position = {position.x,position.y}, force = force_name})
player.remove_item({name=sp, count=nb_sp_price})
player_sp_count = player_sp_count - nb_sp_price
count = count + 1
end
end
end
if count == 0 then
return false
else
return true
end
elseif dist == "Farthest" then
for i=size_table_turret,1,-1 do
local pos = global.map_forces[force_name].worm_turrets_positions[i]
local turret = surface.find_entity('small-worm-turret',{pos.x,pos.y})
if turret == nil and player_nb_sp >= nb_sp_price then
local turrets = surface.find_entities_filtered{position = {pos.x,pos.y}, name ={'medium-worm-turret','big-worm-turret','behemoth-worm-turret'}}
if #turrets ==0 then
local position = surface.find_non_colliding_position("big-worm-turret", {pos.x,pos.y}, 5, 1)
if not position then position = {pos.x,pos.y} end
surface.create_entity({name = "small-worm-turret", position = {position.x,position.y}, force = force_name})
player.remove_item({name=sp, count=nb_sp_price})
return true
end
end
end
return false
elseif dist == "Closest" then
for i=1,size_table_turret,1 do
local pos = global.map_forces[force_name].worm_turrets_positions[i]
local turret = surface.find_entity('small-worm-turret',{pos.x,pos.y})
if turret == nil and player_nb_sp >= nb_sp_price then
local turrets = surface.find_entities_filtered{position = {pos.x,pos.y}, name ={'medium-worm-turret','big-worm-turret','behemoth-worm-turret'}}
if #turrets ==0 then
local position = surface.find_non_colliding_position("big-worm-turret", {pos.x,pos.y}, 5, 1)
if not position then position = {pos.x,pos.y} end
surface.create_entity({name = "small-worm-turret", position = {position.x,position.y}, force = force_name})
player.remove_item({name=sp, count=nb_sp_price})
return true
end
end
end
return false
end
end
function Public.upgrade_worm_turret(surface, force_name, dist, player, player_nb_sp, nb_sp_price, sp, tier)
local table_upgrade = {
["medium-worm-turret"] = "small-worm-turret",
["big-worm-turret"] = "medium-worm-turret",
["behemoth-worm-turret"] = "big-worm-turret"
}
local size_table_turret = #global.map_forces[force_name].worm_turrets_positions
print(size_table_turret)
if dist == "All" then
local player_sp_count = player_nb_sp
count = 0
for k, pos in pairs(global.map_forces[force_name].worm_turrets_positions) do
local turret = surface.find_entity(table_upgrade[tier],{pos.x,pos.y})
if turret ~= nil and player_nb_sp >= nb_sp_price then
turret.destroy()
local position = surface.find_non_colliding_position("big-worm-turret", {pos.x,pos.y}, 5, 1)
if not position then position = {pos.x,pos.y} end
surface.create_entity({name = tier, position = {position.x,position.y}, force = force_name})
player.remove_item({name=sp, count=nb_sp_price})
player_sp_count = player_sp_count - nb_sp_price
count = count + 1
else end
end
if count == 0 then
return false
else
return true
end
elseif dist == "Farthest" then
for i = #global.map_forces[force_name].worm_turrets_positions, 1, -1 do
local turret = surface.find_entity(table_upgrade[tier],{global.map_forces[force_name].worm_turrets_positions[i].x,global.map_forces[force_name].worm_turrets_positions[i].y})
if turret ~= nil and player_nb_sp >= nb_sp_price then
turret.destroy()
local position = surface.find_non_colliding_position("big-worm-turret", {global.map_forces[force_name].worm_turrets_positions[i].x,global.map_forces[force_name].worm_turrets_positions[i].y}, 5, 1)
if not position then position = {pos.x,pos.y} end
surface.create_entity({name = tier, position = {position.x,position.y}, force = force_name})
player.remove_item({name=sp, count=nb_sp_price})
return true
else end
end
return false
elseif dist == "Closest" then
for k, pos in pairs(global.map_forces[force_name].worm_turrets_positions) do
local turret = surface.find_entity(table_upgrade[tier],{pos.x,pos.y})
if turret ~= nil and player_nb_sp >= nb_sp_price then
turret.destroy()
local position = surface.find_non_colliding_position("big-worm-turret", {pos.x,pos.y}, 5, 1)
if not position then position = {pos.x,pos.y} end
surface.create_entity({name = tier, position = {position.x,position.y}, force = force_name})
player.remove_item({name=sp, count=nb_sp_price})
return true
else end
end
return false
end
end
function Public.buy_extra_life(force_name)
local force_index = game.forces[force_name].index
global.biter_reanimator.forces[force_index] = global.biter_reanimator.forces[force_index] +1
end
return Public