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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/biter_battles_v2/functions.lua
2021-03-24 18:22:45 +01:00

379 lines
13 KiB
Lua

--luacheck:ignore
local string_sub = string.sub
local math_random = math.random
local math_round = math.round
local math_abs = math.abs
local table_insert = table.insert
local table_remove = table.remove
local string_find = string.find
local balance_functions = {
['flamethrower'] = function(force_name)
global.combat_balance[force_name].flamethrower_damage = -0.65
game.forces[force_name].set_turret_attack_modifier('flamethrower-turret', global.combat_balance[force_name].flamethrower_damage)
game.forces[force_name].set_ammo_damage_modifier('flamethrower', global.combat_balance[force_name].flamethrower_damage)
end,
['refined-flammables'] = function(force_name)
global.combat_balance[force_name].flamethrower_damage = global.combat_balance[force_name].flamethrower_damage + 0.05
game.forces[force_name].set_turret_attack_modifier('flamethrower-turret', global.combat_balance[force_name].flamethrower_damage)
game.forces[force_name].set_ammo_damage_modifier('flamethrower', global.combat_balance[force_name].flamethrower_damage)
end,
['land-mine'] = function(force_name)
if not global.combat_balance[force_name].land_mine then
global.combat_balance[force_name].land_mine = -0.80
end
game.forces[force_name].set_ammo_damage_modifier('landmine', global.combat_balance[force_name].land_mine)
end,
['stronger-explosives'] = function(force_name)
if not global.combat_balance[force_name].land_mine then
global.combat_balance[force_name].land_mine = -0.80
end
global.combat_balance[force_name].land_mine = global.combat_balance[force_name].land_mine + 0.05
game.forces[force_name].set_ammo_damage_modifier('landmine', global.combat_balance[force_name].land_mine)
end,
['military'] = function(force_name)
global.combat_balance[force_name].shotgun = 1
game.forces[force_name].set_ammo_damage_modifier('shotgun-shell', global.combat_balance[force_name].shotgun)
end,
['physical-projectile-damage'] = function(force_name)
global.combat_balance[force_name].shotgun = global.combat_balance[force_name].shotgun + 0.4
game.forces[force_name].set_ammo_damage_modifier('shotgun-shell', global.combat_balance[force_name].shotgun)
end
}
local no_turret_blacklist = {
['ammo-turret'] = true,
['artillery-turret'] = true,
['electric-turret'] = true,
['fluid-turret'] = true
}
local landfill_biters_vectors = {{0, 0}, {1, 0}, {0, 1}, {-1, 0}, {0, -1}}
local landfill_biters = {
['big-biter'] = true,
['big-spitter'] = true,
['behemoth-biter'] = true,
['behemoth-spitter'] = true
}
local target_entity_types = {
['assembling-machine'] = true,
['boiler'] = true,
['furnace'] = true,
['generator'] = true,
['lab'] = true,
['mining-drill'] = true,
['radar'] = true,
['reactor'] = true,
['roboport'] = true,
['rocket-silo'] = true,
['ammo-turret'] = true,
['artillery-turret'] = true,
['beacon'] = true,
['electric-turret'] = true,
['fluid-turret'] = true
}
local spawn_positions = {}
local spawn_r = 7
local spawn_r_square = spawn_r ^ 2
for x = spawn_r * -1, spawn_r, 0.5 do
for y = spawn_r * -1, spawn_r, 0.5 do
if x ^ 2 + y ^ 2 < spawn_r_square then
table.insert(spawn_positions, {x, y})
end
end
end
local size_of_spawn_positions = #spawn_positions
local Public = {}
function Public.add_target_entity(entity)
if not entity then
return
end
if not entity.valid then
return
end
if not target_entity_types[entity.type] then
return
end
table_insert(global.target_entities[entity.force.index], entity)
end
function Public.get_random_target_entity(force_index)
local target_entities = global.target_entities[force_index]
local size_of_target_entities = #target_entities
if size_of_target_entities == 0 then
return
end
for _ = 1, size_of_target_entities, 1 do
local i = math_random(1, size_of_target_entities)
local entity = target_entities[i]
if entity and entity.valid then
return entity
else
table_remove(target_entities, i)
size_of_target_entities = size_of_target_entities - 1
if size_of_target_entities == 0 then
return
end
end
end
end
function Public.get_health_modifier(force)
if global.bb_evolution[force.name] < 1 then
return 1
end
return math_round((global.bb_evolution[force.name] - 1) * 3, 3) + 1
end
function Public.biters_landfill(entity)
if not landfill_biters[entity.name] then
return
end
local position = entity.position
if math_abs(position.y) < 8 then
return true
end
local surface = entity.surface
for _, vector in pairs(landfill_biters_vectors) do
local tile = surface.get_tile({position.x + vector[1], position.y + vector[2]})
if tile.collides_with('resource-layer') then
surface.set_tiles({{name = 'landfill', position = tile.position}})
local particle_pos = {tile.position.x + 0.5, tile.position.y + 0.5}
for i = 1, 50, 1 do
surface.create_particle(
{
name = 'stone-particle',
position = particle_pos,
frame_speed = 0.1,
vertical_speed = 0.12,
height = 0.01,
movement = {-0.05 + math_random(0, 100) * 0.001, -0.05 + math_random(0, 100) * 0.001}
}
)
end
end
end
return true
end
function Public.combat_balance(event)
local research_name = event.research.name
local force_name = event.research.force.name
local key
for b = 1, string.len(research_name), 1 do
key = string_sub(research_name, 0, b)
if balance_functions[key] then
if not global.combat_balance[force_name] then
global.combat_balance[force_name] = {}
end
balance_functions[key](force_name)
return
end
end
end
function Public.init_player(player)
if not player.connected then
if player.force.index ~= 1 then
player.force = game.forces.player
end
return
end
if player.character and player.character.valid then
player.character.destroy()
player.set_controller({type = defines.controllers.god})
player.create_character()
end
player.clear_items_inside()
player.spectator = true
player.force = game.forces.spectator
local surface = game.surfaces.biter_battles
local p = spawn_positions[math_random(1, size_of_spawn_positions)]
if surface.is_chunk_generated({0, 0}) then
player.teleport(surface.find_non_colliding_position('character', p, 4, 0.5), surface)
else
player.teleport(p, surface)
end
if player.character and player.character.valid then
player.character.destructible = false
end
game.permissions.get_group('spectator').add_player(player)
end
function Public.no_turret_creep(event)
local entity = event.created_entity
if not entity.valid then
return
end
if not no_turret_blacklist[event.created_entity.type] then
return
end
local surface = event.created_entity.surface
local spawners =
surface.find_entities_filtered({type = 'unit-spawner', area = {{entity.position.x - 70, entity.position.y - 70}, {entity.position.x + 70, entity.position.y + 70}}})
if #spawners == 0 then
return
end
local allowed_to_build = true
for _, e in pairs(spawners) do
if (e.position.x - entity.position.x) ^ 2 + (e.position.y - entity.position.y) ^ 2 < 4096 then
allowed_to_build = false
break
end
end
if allowed_to_build then
return
end
if event.player_index then
game.players[event.player_index].insert({name = entity.name, count = 1})
else
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = entity.name, count = 1})
end
surface.create_entity(
{
name = 'flying-text',
position = entity.position,
text = 'Turret too close to spawner!',
color = {r = 0.98, g = 0.66, b = 0.22}
}
)
entity.destroy()
end
--Share chat with spectator force
function Public.share_chat(event)
if not event.message then
return
end
if not event.player_index then
return
end
local player = game.players[event.player_index]
local tag = player.tag
if not tag then
tag = ''
end
local color = player.chat_color
if player.force.name == 'north' then
game.forces.spectator.print(player.name .. tag .. ' (north): ' .. event.message, color)
end
if player.force.name == 'south' then
game.forces.spectator.print(player.name .. tag .. ' (south): ' .. event.message, color)
end
if global.tournament_mode then
return
end
if player.force.name == 'player' then
game.forces.north.print(player.name .. tag .. ' (spawn): ' .. event.message, color)
game.forces.south.print(player.name .. tag .. ' (spawn): ' .. event.message, color)
game.forces.spectator.print(player.name .. tag .. ' (spawn): ' .. event.message, color)
end
if player.force.name == 'spectator' then
--Skip messages that would spoil coordinates from spectators
local a, b = string_find(event.message, 'gps=', 1, false)
if a then
return
end
game.forces.north.print(player.name .. tag .. ' (spectator): ' .. event.message, color)
game.forces.south.print(player.name .. tag .. ' (spectator): ' .. event.message, color)
end
end
function Public.spy_fish(player)
if not player.character then
return
end
local duration_per_unit = 2700
local i2 = player.get_inventory(defines.inventory.character_main)
if not i2 then
return
end
local owned_fishes = i2.get_item_count('raw-fish')
owned_fishes = owned_fishes + i2.get_item_count('raw-fish')
if owned_fishes == 0 then
player.print('You have no fish in your inventory.', {r = 0.98, g = 0.66, b = 0.22})
else
local x = i2.remove({name = 'raw-fish', count = 1})
if x == 0 then
i2.remove({name = 'raw-fish', count = 1})
end
local enemy_team = 'south'
if player.force.name == 'south' then
enemy_team = 'north'
end
if global.spy_fish_timeout[player.force.name] - game.tick > 0 then
global.spy_fish_timeout[player.force.name] = global.spy_fish_timeout[player.force.name] + duration_per_unit
player.print(math.ceil((global.spy_fish_timeout[player.force.name] - game.tick) / 60) .. ' seconds of enemy vision left.', {r = 0.98, g = 0.66, b = 0.22})
else
game.print(player.name .. ' sent a fish to spy on ' .. enemy_team .. ' team!', {r = 0.98, g = 0.66, b = 0.22})
global.spy_fish_timeout[player.force.name] = game.tick + duration_per_unit
end
end
end
function Public.create_map_intro_button(player)
if player.gui.top['map_intro_button'] then
return
end
local b = player.gui.top.add({type = 'sprite-button', caption = '?', name = 'map_intro_button', tooltip = 'Map Info'})
b.style.font_color = {r = 0.5, g = 0.3, b = 0.99}
b.style.font = 'heading-1'
b.style.minimal_height = 38
b.style.minimal_width = 38
b.style.top_padding = 1
b.style.left_padding = 1
b.style.right_padding = 1
b.style.bottom_padding = 1
end
function Public.show_intro(player)
if player.gui.center['map_intro_frame'] then
player.gui.center['map_intro_frame'].destroy()
end
local frame = player.gui.center.add {type = 'frame', name = 'map_intro_frame', direction = 'vertical'}
local frame = frame.add {type = 'frame'}
local l = frame.add {type = 'label', caption = {'biter_battles.map_info'}, name = 'biter_battles_map_intro'}
l.style.single_line = false
l.style.font = 'heading-2'
l.style.font_color = {r = 0.7, g = 0.6, b = 0.99}
end
function Public.map_intro_click(player, element)
if element.name == 'close_map_intro_frame' then
player.gui.center['map_intro_frame'].destroy()
return true
end
if element.name == 'biter_battles_map_intro' then
player.gui.center['map_intro_frame'].destroy()
return true
end
if element.name == 'map_intro_button' then
if player.gui.center['map_intro_frame'] then
player.gui.center['map_intro_frame'].destroy()
return true
else
Public.show_intro(player)
return true
end
end
end
return Public