1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00
ComfyFactorio/modules/admins_operate_biters.lua

715 lines
27 KiB
Lua

--luacheck: ignore
local event = require 'utils.event'
local math_random = math.random
local math_floor = math.floor
global.biter_command = {}
global.biter_command.active_unit_groups = {}
global.biter_command.enabled = true
global.biter_command.whitelist = {}
global.biter_command.admin_mode = true --if only admins can see and use the panel
global.biter_command.teleporting = false --if teleporting is allowed for non-admins
global.biter_command.buildings = true ---if player can trigger building nests and worms
local worm_raffle = {
'small-worm-turret',
'small-worm-turret',
'medium-worm-turret',
'small-worm-turret',
'medium-worm-turret',
'medium-worm-turret',
'big-worm-turret',
'medium-worm-turret',
'big-worm-turret',
'big-worm-turret',
'behemoth-worm-turret',
'big-worm-turret',
'behemoth-worm-turret',
'behemoth-worm-turret',
'behemoth-worm-turret',
'big-worm-turret',
'behemoth-worm-turret'
}
local function shuffle(tbl)
local size = #tbl
for i = size, 1, -1 do
local rand = math_random(size)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
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 get_evo(force)
local evo = math_floor(game.forces['enemy'].evolution_factor * 20)
local nests = math_random(1 + evo, 2 + evo * 2)
end
local function place_nest_near_unit_group(group)
if not global.biter_command.buildings then
return false
end
if not group.members then
return false
end
if #group.members < 5 then
return false
end
local units = group.members
shuffle(units)
for i = 1, 5, 1 do
if not units[i].valid then
return false
end
end
local name = 'biter-spawner'
if math_random(1, 3) == 1 then
name = 'spitter-spawner'
end
local position = group.surface.find_non_colliding_position(name, group.position, 16, 1)
if not position then
return false
end
group.surface.create_entity({name = name, position = position, force = group.force})
group.surface.create_entity({name = 'blood-explosion-huge', position = position})
for i = 1, 5, 1 do
units[i].surface.create_entity({name = 'blood-explosion-huge', position = units[i].position})
units[i].destroy()
end
return true
end
local function build_worm(group)
if not global.biter_command.buildings then
return false
end
if not group.members then
return false
end
if #group.members < 5 then
return false
end
local units = group.members
shuffle(units)
for i = 1, 5, 1 do
if not units[i].valid then
return false
end
end
local position = group.surface.find_non_colliding_position('assembling-machine-1', group.position, 8, 1)
local worm = worm_raffle[math_random(1 + math_floor(group.force.evolution_factor * 8), math_floor(1 + group.force.evolution_factor * 16))]
if not position then
return false
end
group.surface.create_entity({name = worm, position = position, force = group.force})
group.surface.create_entity({name = 'blood-explosion-huge', position = position})
for i = 1, 5, 1 do
units[i].surface.create_entity({name = 'blood-explosion-huge', position = units[i].position})
units[i].destroy()
end
return true
end
local function flying_text(message, action, position, player)
local texts = {
{'roger', 'acknowledged', 'aye aye', 'confirmed', 'will do'},
{'negative', 'no', 'not really', 'we are not your critters', 'go away'},
{'fooood', 'nom nom', 'we hunger', 'killllll'},
{'WTF', 'we wanted ACTION', 'why you hate us', 'we were good soldiers', 'go to hell'}
}
colors = {{r = 0, g = 220, b = 0}, {r = 220, g = 0, b = 0}, {r = 0, g = 100, b = 220}, {r = 200, g = 200, b = 0}, {r = 255, g = 255, b = 255}}
if message then
player.create_local_flying_text {text = message, position = position, color = colors[5]}
else
player.create_local_flying_text {text = texts[action][math_random(1, #texts[action])], position = position, color = colors[action]}
end
end
-----------commands-----------
local function move_to(position, distraction)
local command = {
type = defines.command.go_to_location,
destination = position,
distraction = distraction,
pathfind_flags = {allow_destroy_friendly_entities = true}
}
return command
end
-- local function attackmaincommand(target)
-- local wave_defense_table = WD.get_table()
-- if not wave_defense_table.target then return end
-- if not wave_defense_table.target.valid then return end
-- local command = {
-- type = defines.command.attack,
-- target = target,
-- distraction = defines.distraction.by_enemy,
-- }
-- return command
-- end
local function attackareacommand(position)
local command = {
type = defines.command.attack_area,
destination = position,
radius = 25,
distraction = defines.distraction.by_enemy
}
return command
end
local function attackobstaclescommand(surface, position)
local commands = {}
local obstacles = surface.find_entities_filtered {position = position, radius = 20, type = {'simple-entity', 'tree'}, limit = 100}
if obstacles then
shuffle(obstacles)
shuffle_distance(obstacles, 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
return commands
end
local function get_coords(group, source_player)
local position
if source_player.gui.screen['biter_panel'] then
local x = tonumber(source_player.gui.screen['biter_panel']['coords']['coord_x'].text)
local y = tonumber(source_player.gui.screen['biter_panel']['coords']['coord_y'].text)
if x == nil or x == 'nil' then
x = group.position.x
source_player.gui.screen['biter_panel']['coords']['coord_x'].text = tostring(group.position.x)
end
if y == nil or y == 'nil' then
y = group.position.y
source_player.gui.screen['biter_panel']['coords']['coord_y'].text = tostring(group.position.y)
end
position = {x = x, y = y}
end
return position
end
-------button functions-------------
local function pan(group, source_player)
source_player.open_map(group.position, 0.5)
end
local function teleport(group, source_player)
if source_player.admin or global.biter_command.teleporting then
source_player.teleport(group.position, group.surface)
else
flying_text('Teleporting is disabled', nil, source_player.position, source_player)
end
end
local function disband(group, source_player)
flying_text(nil, 4, group.position, source_player)
group.destroy()
end
local function movetome(group, source_player)
group.set_command(move_to(source_player.position, defines.distraction.none))
flying_text(nil, 1, group.position, source_player)
end
local function movetoposition(group, source_player)
local position = get_coords(group, source_player)
if position then
group.set_command(move_to(position, defines.distraction.none))
flying_text(nil, 1, group.position, source_player)
else
flying_text(nil, 2, group.position, source_player)
end
end
local function patroltome(group, source_player)
group.set_command(move_to(source_player.position, defines.distraction.by_enemy))
flying_text(nil, 1, group.position, source_player)
end
local function patroltoposition(group, source_player)
local position = get_coords(group, source_player)
if position then
group.set_command(move_to(position, defines.distraction.by_enemy))
flying_text(nil, 1, group.position, source_player)
else
flying_text(nil, 2, group.position, source_player)
end
end
local function settle(group, source_player)
local success = place_nest_near_unit_group(group)
if success then
flying_text(nil, 1, group.position, source_player)
else
flying_text(nil, 2, group.position, source_player)
source_player.print('Settling new nest failed. Check if group has enough members(5+) and there is empty space (or nests are disabled).')
end
end
local function siege(group, source_player)
local success = build_worm(group)
if success then
flying_text(nil, 1, group.position, source_player)
else
flying_text(nil, 2, group.position, source_player)
source_player.print('Making worm failed. Check if group has enough members(5+) and there is empty space (or worms are disabled).')
end
end
local function report(group, source_player)
local status = group.state
local states = {'gathering', 'moving', 'attacking distraction', 'attacking target', 'finished', 'pathfinding', 'wander in group'}
flying_text(states[status + 1], nil, group.position, source_player)
end
local function attackenemiesaround(group, source_player)
flying_text(nil, 3, group.position, source_player)
group.set_command(attackareacommand(group.position))
end
local function attackobstaclesaround(group, source_player)
local commands = attackobstaclescommand(group.surface, group.position)
if #commands > 1 then
group.set_command(
{
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = commands
}
)
flying_text(nil, 3, group.position, source_player)
else
source_player.print('No obstacles found around unit group.')
flying_text(nil, 2, group.position, source_player)
end
end
local function attackenemiesaroundme(group, source_player)
group.set_command(attackareacommand(source_player.position))
flying_text(nil, 3, group.position, source_player)
end
local function attackobstaclesaroundme(group, source_player)
local commands = attackobstaclescommand(source_player.surface, source_player.position)
if #commands > 1 then
group.set_command(
{
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = commands
}
)
flying_text(nil, 3, group.position, source_player)
else
source_player.print('No obstacles found around player.')
flying_text(nil, 2, group.position, source_player)
end
end
local function addunitsaroundme(group, source_player)
local units = source_player.surface.find_entities_filtered {position = source_player.position, radius = 50, type = 'unit', force = group.force}
for i = 1, #units, 1 do
group.add_member(units[i])
end
end
local function addunits(group, source_player)
local units = source_player.surface.find_entities_filtered {position = group.position, radius = 50, type = 'unit', force = group.force}
for i = 1, #units, 1 do
group.add_member(units[i])
end
end
local function forcemove(group, source_player)
group.start_moving()
flying_text(nil, 1, group.position, source_player)
end
local function creategroup(source_player)
source_player.surface.create_unit_group {position = source_player.position, force = source_player.force}
flying_text('Unit group created', nil, source_player.position, source_player)
end
----------------------direction panel-----------------
local function set_directions(changedx, changedy, source_player)
if source_player.gui.screen['biter_panel'] then
local x = tonumber(source_player.gui.screen['biter_panel']['coords']['coord_x'].text)
local y = tonumber(source_player.gui.screen['biter_panel']['coords']['coord_y'].text)
if x == nil or x == 'nil' then
x = 0
end
if y == nil or y == 'nil' then
y = 0
end
x = x + changedx
y = y + changedy
source_player.gui.screen['biter_panel']['coords']['coord_x'].text = tostring(x)
source_player.gui.screen['biter_panel']['coords']['coord_y'].text = tostring(y)
end
end
local function nw(source_player)
set_directions(-25, -25, source_player)
end
local function n(source_player)
set_directions(0, -25, source_player)
end
local function ne(source_player)
set_directions(25, -25, source_player)
end
local function w(source_player)
set_directions(-25, 0, source_player)
end
local function e(source_player)
set_directions(25, 0, source_player)
end
local function sw(source_player)
set_directions(-25, 25, source_player)
end
local function s(source_player)
set_directions(0, 25, source_player)
end
local function se(source_player)
set_directions(25, 25, source_player)
end
local function center(group, source_player)
if source_player.gui.screen['biter_panel'] then
source_player.gui.screen['biter_panel']['coords']['coord_x'].text = tostring(group.position.x)
source_player.gui.screen['biter_panel']['coords']['coord_y'].text = tostring(group.position.y)
end
end
----------------------------gui-----------------------
local function top_button(player)
if player.gui.top['biter_commands'] then
if global.biter_command.enabled or global.biter_command.whitelist[player.name] == true then
player.gui.top['biter_commands'].visible = true
return
else
--player.gui.top["biter_commands"].destroy()
player.gui.top['biter_commands'].visible = false
return
end
end
if player.admin or not global.biter_command.admin_mode then
if global.biter_command.enabled or global.biter_command.whitelist[player.name] == true then
local button = player.gui.top.add({type = 'sprite-button', name = 'biter_commands', sprite = 'entity/medium-spitter'})
button.style.minimal_height = 38
button.style.minimal_width = 38
button.style.padding = -2
end
end
end
local function show_info(player)
if player.gui.screen['biter_comm_info'] then
player.gui.screen['biter_comm_info'].destroy()
return
end
local frame = player.gui.screen.add {type = 'frame', name = 'biter_comm_info', caption = 'Biter Commander needs halp', direction = 'vertical'}
frame.location = {x = 350, y = 45}
frame.style.minimal_height = 300
frame.style.maximal_height = 300
frame.style.minimal_width = 330
frame.style.maximal_width = 630
frame.add({type = 'label', caption = 'Create new group first, then add biters to it.'})
frame.add({type = 'label', caption = 'You can use directionpad to navigate them, or do it in person.'})
frame.add({type = 'label', caption = "If you input invalid coordinates, they get rewritten to current group's position."})
frame.add({type = 'label', caption = 'You can operate only biters and create groups of your own force.'})
frame.add({type = 'label', caption = "If group is stuck at gathering state, use 'force move' button."})
frame.add({type = 'label', caption = 'Empty groups get autodeleted by game after a while.'})
frame.add({type = 'button', name = 'close_info', caption = 'Close'})
end
local function build_groups(player)
local groups = {}
for _, g in pairs(global.biter_command.active_unit_groups) do
if g.group.valid then
if player.admin and global.biter_command.admin_mode then
table.insert(groups, tostring(g.id))
else
if player.force == g.group.force then
table.insert(groups, tostring(g.id))
end
end
else
g = nil
end
end
table.insert(groups, 'Select Group')
return groups
end
local function biter_panel(player)
if player.gui.screen['biter_panel'] then
player.gui.screen['biter_panel'].destroy()
return
end
local frame = player.gui.screen.add {type = 'frame', caption = 'Biter Commander', name = 'biter_panel', direction = 'vertical'}
frame.location = {x = 5, y = 45}
frame.style.minimal_height = 680
frame.style.maximal_height = 680
frame.style.minimal_width = 330
frame.style.maximal_width = 330
local groups = build_groups(player)
local selected_index = #groups
if global.panel_group_index then
if global.panel_group_index[player.name] then
if groups[global.panel_group_index[player.name]] then
selected_index = global.paneld_group_index[player.name]
end
end
end
local t0 = frame.add({type = 'table', name = 'top', column_count = 3})
local drop_down = t0.add({type = 'drop-down', name = 'group_select', items = groups, selected_index = selected_index})
drop_down.style.minimal_width = 150
drop_down.style.right_padding = 12
drop_down.style.left_padding = 12
t0.add({type = 'sprite-button', name = 'info', sprite = 'virtual-signal/signal-info'})
t0.add({type = 'sprite-button', name = 'close_biters', sprite = 'virtual-signal/signal-X'})
local l1 = frame.add({type = 'label', caption = 'Camera'})
local t1 = frame.add({type = 'table', name = 'camera', column_count = 2})
local l2 = frame.add({type = 'label', caption = 'Movement'})
local t2 = frame.add({type = 'table', name = 'movement', column_count = 2})
local l3 = frame.add({type = 'label', caption = 'Build'})
local t3 = frame.add({type = 'table', name = 'build', column_count = 2})
local l4 = frame.add({type = 'label', caption = 'Attack'})
local t4 = frame.add({type = 'table', name = 'attack', column_count = 2})
local l5 = frame.add({type = 'label', caption = 'Group Management'})
local t5 = frame.add({type = 'table', name = 'management', column_count = 2})
local line = frame.add {type = 'line'}
line.style.top_margin = 8
line.style.bottom_margin = 8
local t6 = frame.add({type = 'table', name = 'directions', column_count = 3})
local buttons = {
t1.add({type = 'button', caption = 'Pan to group', name = 'pan', tooltip = 'Moves camera to group position.'}),
t1.add({type = 'button', caption = 'TP to group', name = 'teleport', tooltip = 'Teleports to group.'}),
t2.add({type = 'button', caption = 'Move to me', name = 'movetome', tooltip = 'Gives group order to move to your position.'}),
t2.add({type = 'button', caption = 'Move to position', name = 'movetoposition', tooltip = 'Sends group to position with coordinates entered below.'}),
t2.add({type = 'button', caption = 'Patrol to me ', name = 'patroltome', tooltip = 'Gives group order to move to your position and engage any enemy during movement.'}),
t2.add(
{
type = 'button',
caption = 'Patrol to position',
name = 'patroltoposition',
tooltip = 'Sends group to position with coordinates entered below and engage any enemy during movement.'
}
),
t3.add({type = 'button', caption = 'Settle nest', name = 'settle', tooltip = 'Group creates base. Costs 5 units.'}),
t3.add({type = 'button', caption = 'Build worm', name = 'siege', tooltip = 'Group builds worm turret. Costs 5 units.'}),
t4.add({type = 'button', caption = 'Attack area', name = 'attackenemiesaround', tooltip = 'Group attacks enemy things around self.'}),
t4.add({type = 'button', caption = 'Attack obstacles', name = 'attackobstaclesaround', tooltip = 'Group attacks obstacles around self.'}),
t4.add({type = 'button', caption = 'Attack my area', name = 'attackenemiesaroundme', tooltip = 'Group attacks enemy things around your position.'}),
t4.add({type = 'button', caption = 'Attack my obstacles', name = 'attackobstaclesaroundme', tooltip = 'Group attacks obstacles around your position.'}),
t5.add({type = 'button', caption = 'Report', name = 'report', tooltip = 'Reports group status.'}),
t5.add({type = 'button', caption = 'Force Move', name = 'forcemove', tooltip = 'Makes group to start moving even if gathering is not done (unstuck).'}),
t5.add({type = 'button', caption = 'Add units around me', name = 'addunitsaroundme', tooltip = 'Adds units around you to selected unit group.'}),
t5.add({type = 'button', caption = 'Add units', name = 'addunits', tooltip = 'Adds units around group to it.'}),
t5.add({type = 'button', caption = 'Create group', name = 'creategroup', tooltip = 'Creates new group on player position'}),
t5.add({type = 'button', caption = 'Disband group', name = 'disband', tooltip = 'Disbands group.'})
}
local buttons2 = {
t6.add({type = 'button', caption = '25 NW', name = 'nw', tooltip = 'Changes remote position'}),
t6.add({type = 'button', caption = '25 N', name = 'n', tooltip = 'Changes remote position'}),
t6.add({type = 'button', caption = '25 NE', name = 'ne', tooltip = 'Changes remote position'}),
t6.add({type = 'button', caption = '25 W', name = 'w', tooltip = 'Changes remote position'}),
t6.add({type = 'button', caption = 'Center', name = 'center', tooltip = 'Centers remote position to group'}),
t6.add({type = 'button', caption = '25 E', name = 'e', tooltip = 'Changes remote position'}),
t6.add({type = 'button', caption = '25 SW', name = 'sw', tooltip = 'Changes remote position'}),
t6.add({type = 'button', caption = '25 S', name = 's', tooltip = 'Changes remote position'}),
t6.add({type = 'button', caption = '25 SE', name = 'se', tooltip = 'Changes remote position'})
}
for _, button in pairs(buttons) do
button.style.font = 'default-bold'
button.style.font_color = {r = 0.99, g = 0.99, b = 0.99}
button.style.minimal_width = 150
end
for _, button in pairs(buttons2) do
button.style.font = 'default-bold'
button.style.font_color = {r = 0.99, g = 0.99, b = 0.99}
button.style.minimal_width = 70
end
local t7 = frame.add({type = 'table', name = 'coords', column_count = 2})
t7.add({type = 'label', caption = 'X: '})
t7.add({type = 'textfield', name = 'coord_x'})
t7.add({type = 'label', caption = 'Y: '})
t7.add({type = 'textfield', name = 'coord_y'})
end
local comm_functions = {
['pan'] = pan,
['teleport'] = teleport,
['disband'] = disband,
['movetome'] = movetome,
['movetoposition'] = movetoposition,
['patroltome'] = patroltome,
['patroltoposition'] = patroltoposition,
['settle'] = settle,
['siege'] = siege,
['report'] = report,
['attackenemiesaround'] = attackenemiesaround,
['attackobstaclesaround'] = attackobstaclesaround,
['attackenemiesaroundme'] = attackenemiesaroundme,
['attackobstaclesaroundme'] = attackobstaclesaroundme,
['addunits'] = addunits,
['addunitsaroundme'] = addunitsaroundme,
['forcemove'] = forcemove,
['center'] = center
}
local comm_global_functions = {
['creategroup'] = creategroup,
['nw'] = nw,
['n'] = n,
['ne'] = ne,
['w'] = w,
['e'] = e,
['sw'] = sw,
['s'] = s,
['se'] = se
}
local function refresh_groups(player)
local groups = build_groups(player)
player.gui.screen['biter_panel']['top']['group_select'].items = groups
end
local function on_gui_click(event)
if not event then
return
end
if not event.element then
return
end
if not event.element.valid then
return
end
local player = game.players[event.element.player_index]
if event.element.name == 'biter_commands' then --top button press
if global.biter_command.enabled or global.biter_command.whitelist[player.name] == true then
biter_panel(player)
return
else
top_button(player)
player.print('Biter commander module is disabled.')
return
end
else
if global.biter_command.enabled or global.biter_command.whitelist[player.name] == true then
top_button(player)
end
end
if event.element.type ~= 'button' and event.element.type ~= 'sprite-button' then
return
end
--if event.frame.name ~= "biter_panel" then return end
local name = event.element.name
if name == 'close_biters' then
biter_panel(player)
return
end
if name == 'info' then
show_info(player)
return
end
if name == 'close_info' then
show_info(player)
return
end
if comm_functions[name] then
local target_group_id = event.element.parent.parent['top']['group_select'].items[event.element.parent.parent['top']['group_select'].selected_index]
if not target_group_id then
return
end
if target_group_id == 'Select Group' then
player.print('No target group selected.', {r = 0.88, g = 0.88, b = 0.88})
return
end
-- local index = index(tonumber(target_group_id))
-- if not index then
-- player.print("Selected group is no longer valid.", {r=0.88, g=0.88, b=0.88})
-- return
-- end
local group = global.biter_command.active_unit_groups[tonumber(target_group_id)]
if group and group.group.valid then
comm_functions[name](group.group, player)
else
refresh_groups(player)
end
return
end
if comm_global_functions[name] then
comm_global_functions[name](player)
return
end
end
local function refresh_panel()
for _, player in pairs(game.connected_players) do
if player.gui.screen['biter_panel'] then
refresh_groups(player)
end
end
end
local function on_player_joined_game(event)
top_button(game.players[event.player_index])
end
local function on_unit_group_created(event)
if event and event.group and event.group.valid then
global.biter_command.active_unit_groups[event.group.group_number] = {id = event.group.group_number, group = event.group}
refresh_panel()
end
end
local function on_unit_removed_from_group(event)
if event and event.group and event.group.valid then
if #event.group.members == 1 then
global.biter_command.active_unit_groups[event.group.group_number] = nil
refresh_panel()
end
end
end
event.add(defines.events.on_unit_removed_from_group, on_unit_removed_from_group)
event.add(defines.events.on_unit_group_created, on_unit_group_created)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
event.add(defines.events.on_gui_click, on_gui_click)