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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/modules/towny/biters.lua
2021-03-24 20:14:55 +01:00

232 lines
7.2 KiB
Lua

--luacheck: ignore
local Public = {}
local Table = require 'modules.towny.table'
local math_random = math.random
local math_floor = math.floor
local math_sqrt = math.sqrt
local math_round = math.round
local table_insert = table.insert
local table_remove = table.remove
local function get_commmands(target, group)
local commands = {}
local group_position = {x = group.position.x, y = group.position.y}
local step_length = 128
local target_position = 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)}
for i = 1, steps, 1 do
group_position.x = group_position.x + vector[1]
group_position.y = group_position.y + vector[2]
local position = group.surface.find_non_colliding_position('small-biter', group_position, step_length, 2)
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 = target.position,
radius = 12,
distraction = defines.distraction.by_enemy
}
commands[#commands + 1] = {
type = defines.command.attack,
target = target,
distraction = defines.distraction.by_enemy
}
return commands
end
local function roll_market()
local townytable = Table.get_table()
local r_max = 0
local town_centers = townytable.town_centers
--Skip Towns that are too low in reserach for the current biter evolution.
local research_threshold = game.forces.enemy.evolution_factor * #game.technology_prototypes * 0.175
for k, town_center in pairs(town_centers) do
if town_center.research_counter >= research_threshold then
r_max = r_max + town_center.research_counter
end
end
if r_max == 0 then
return
end
local r = math_random(0, r_max)
local chance = 0
for k, town_center in pairs(town_centers) do
if town_center.research_counter >= research_threshold then
chance = chance + town_center.research_counter
if r <= chance then
return town_center
end
end
end
end
local function get_random_close_spawner(surface, market)
local spawners = surface.find_entities_filtered({type = 'unit-spawner'})
if not spawners[1] then
return false
end
local size_of_spawners = #spawners
local center = market.position
local spawner = spawners[math_random(1, size_of_spawners)]
for i = 1, 64, 1 do
local spawner_2 = spawners[math_random(1, size_of_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
return spawner
end
local function is_swarm_valid(swarm)
local group = swarm.group
if not group then
return
end
if not group.valid then
return
end
if game.tick >= swarm.timeout then
group.destroy()
return
end
return true
end
function Public.validate_swarms()
local townytable = Table.get_table()
for k, swarm in pairs(townytable.swarms) do
if not is_swarm_valid(swarm) then
table_remove(townytable.swarms, k)
end
end
end
--Destroy biters that are out of the current evolution range.
function Public.wipe_units_out_of_evo_range()
local units_to_wipe = {}
local evo = game.forces.enemy.evolution_factor
if evo > 0.80 then
return
end
units_to_wipe[#units_to_wipe + 1] = 'behemoth-biter'
units_to_wipe[#units_to_wipe + 1] = 'behemoth-spitter'
if evo < 0.40 then
units_to_wipe[#units_to_wipe + 1] = 'big-biter'
units_to_wipe[#units_to_wipe + 1] = 'big-spitter'
end
if evo < 0.10 then
units_to_wipe[#units_to_wipe + 1] = 'medium-biter'
units_to_wipe[#units_to_wipe + 1] = 'medium-spitter'
end
for k, surface in pairs(game.surfaces) do
for k2, unit in pairs(surface.find_entities_filtered({name = units_to_wipe, force = 'enemy'})) do
unit.destroy()
end
end
end
function Public.clear_spawn_for_player(player)
local area = {{player.position.x - 64, player.position.y - 64}, {player.position.x + 64, player.position.y + 64}}
for _, e in pairs(player.surface.find_entities_filtered({force = 'enemy', type = {'unit-spawner', 'unit', 'turret'}, area = area})) do
e.destroy()
end
end
function Public.unit_groups_start_moving()
local townytable = Table.get_table()
for k, swarm in pairs(townytable.swarms) do
if swarm.group then
if swarm.group.valid then
swarm.group.start_moving()
end
end
end
end
function Public.swarm()
local townytable = Table.get_table()
local count = 0
for k, swarm in pairs(townytable.swarms) do
count = count + 1
end
if count > 6 then
return
end
local town_center = roll_market()
if not town_center then
return
end
local market = town_center.market
local surface = market.surface
local spawner = get_random_close_spawner(surface, market)
if not spawner then
return
end
local units = spawner.surface.find_enemy_units(spawner.position, 160, market.force)
if not units[1] then
return
end
local unit_group_position = surface.find_non_colliding_position('market', units[1].position, 256, 1)
if not unit_group_position then
return
end
local unit_group = surface.create_unit_group({position = unit_group_position, force = units[1].force})
local count = (town_center.research_counter * 1.5) + 4
for key, unit in pairs(units) do
if key > count then
break
end
unit_group.add_member(unit)
end
unit_group.set_command(
{
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = get_commmands(market, unit_group)
}
)
table_insert(townytable.swarms, {group = unit_group, timeout = game.tick + 36000})
end
function Public.set_evolution()
local townytable = Table.get_table()
local town_center_count = townytable.size_of_town_centers
if town_center_count == 0 then
game.forces.enemy.evolution_factor = 0
return
end
local max_research_count = math_floor(#game.technology_prototypes * 0.30)
local evo = 0
for _, town_center in pairs(townytable.town_centers) do
evo = evo + town_center.research_counter
end
evo = evo / town_center_count
evo = evo / max_research_count
if evo > 1 then
evo = 1
end
game.forces.enemy.evolution_factor = evo
end
return Public