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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/modules/wave_defense/main.lua
2021-11-28 20:42:38 +01:00

1171 lines
39 KiB
Lua

local Public = require 'modules.wave_defense.core'
local Event = require 'utils.event'
local BiterHealthBooster = require 'modules.biter_health_booster_v2'
local Difficulty = require 'modules.difficulty_vote_by_amount'
local Alert = require 'utils.alert'
local random = math.random
local floor = math.floor
local sqrt = math.sqrt
local round = math.round
local function debug_print(msg)
local debug = Public.get('debug')
if not debug then
return
end
print('WaveDefense: ' .. msg)
end
local function debug_print_health(msg)
local debug = Public.get('debug_health')
if not debug then
return
end
print('[HEALTHBOOSTER]: ' .. msg)
end
local function valid(userdata)
if not (userdata and userdata.valid) then
return false
end
return true
end
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 find_initial_spot(surface, position)
local spot = Public.get('spot')
if not spot then
local pos = surface.find_non_colliding_position('rocket-silo', position, 128, 1)
if not pos then
pos = surface.find_non_colliding_position('rocket-silo', position, 148, 1)
end
if not pos then
pos = surface.find_non_colliding_position('rocket-silo', position, 164, 1)
end
if not pos then
pos = surface.find_non_colliding_position('rocket-silo', position, 200, 1)
end
if not pos then
pos = position
end
if random(1, 2) == 1 then
local random_pos = {
{x = pos.x - 10, y = pos.y - 5},
{x = pos.x + 10, y = pos.y + 5},
{x = pos.x - 10, y = pos.y + 5},
{x = pos.x + 10, y = pos.y - 5}
}
local actual_pos = shuffle(random_pos)
pos = {x = actual_pos[1].x, y = actual_pos[1].y}
end
if not pos then
pos = position
end
Public.set('spot', pos)
return pos
else
spot = Public.get('spot')
return spot
end
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 = 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_position_near(pos_to_check, check_against)
local function inside(pos)
return pos.x >= pos_to_check.x and pos.y >= pos_to_check.y and pos.x <= pos_to_check.x and pos.y <= pos_to_check.y
end
if inside(check_against) then
return true
end
return false
end
local function remove_trees(entity)
if not valid(entity) then
return
end
local surface = entity.surface
local radius = 10
local pos = entity.position
local area = {{pos.x - radius, pos.y - radius}, {pos.x + radius, pos.y + radius}}
local trees = surface.find_entities_filtered {area = area, type = 'tree'}
if #trees > 0 then
for i, tree in pairs(trees) do
if tree and tree.valid then
tree.destroy()
end
end
end
end
local function remove_rocks(entity)
if not valid(entity) then
return
end
local surface = entity.surface
local radius = 10
local pos = entity.position
local area = {{pos.x - radius, pos.y - radius}, {pos.x + radius, pos.y + radius}}
local rocks = surface.find_entities_filtered {area = area, type = 'simple-entity'}
if #rocks > 0 then
for i, rock in pairs(rocks) do
if rock and rock.valid then
rock.destroy()
end
end
end
end
local function fill_tiles(entity, size)
if not valid(entity) then
return
end
local surface = entity.surface
local radius = size or 10
local pos = entity.position
local t = {
'water',
'water-green',
'water-mud',
'water-shallow',
'deepwater',
'deepwater-green'
}
local area = {{pos.x - radius, pos.y - radius}, {pos.x + radius, pos.y + radius}}
local tiles = surface.find_tiles_filtered {area = area, name = t}
if #tiles > 0 then
for _, tile in pairs(tiles) do
surface.set_tiles({{name = 'sand-1', position = tile.position}}, true)
end
end
debug_print('fill_tiles - filled tiles cause we found non-placable tiles.')
end
local function get_spawn_pos()
local surface_index = Public.get('surface_index')
local surface = game.surfaces[surface_index]
if not surface then
return debug_print('get_spawn_pos - surface was not valid?')
end
local c = 0
::retry::
local initial_position = Public.get('spawn_position')
local located_position = find_initial_spot(surface, initial_position)
local valid_position = surface.find_non_colliding_position('stone-furnace', located_position, 32, 1)
local debug = Public.get('debug')
if debug then
if valid_position then
local x = valid_position.x
local y = valid_position.y
game.print('[gps=' .. x .. ',' .. y .. ',' .. surface.name .. ']')
end
end
if not valid_position then
local remove_entities = Public.get('remove_entities')
if remove_entities then
c = c + 1
valid_position = Public.get('spawn_position')
debug_print(serpent.block('valid_position - x:' .. valid_position.x .. ' y:' .. valid_position.y))
remove_trees({surface = surface, position = valid_position, valid = true})
remove_rocks({surface = surface, position = valid_position, valid = true})
fill_tiles({surface = surface, position = valid_position, valid = true})
Public.set('spot', 'nil')
if c == 5 then
return debug_print('get_spawn_pos - we could not find a spawning pos?')
end
goto retry
else
return debug_print('get_spawn_pos - we could not find a spawning pos?')
end
end
debug_print(serpent.block('valid_position - x:' .. valid_position.x .. ' y:' .. valid_position.y))
return valid_position
end
local function is_unit_valid(biter)
local max_biter_age = Public.get('max_biter_age')
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 + 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 active_biter_threat = Public.get('active_biter_threat')
local generated_units = Public.get('generated_units')
debug_print('refresh_active_unit_threat - current value ' .. active_biter_threat)
local biter_threat = 0
for k, biter in pairs(generated_units.active_biters) do
if valid(biter.entity) then
biter_threat = biter_threat + Public.threat_values[biter.entity.name]
else
generated_units.active_biters[k] = nil
end
end
local biter_health_boost = BiterHealthBooster.get('biter_health_boost')
Public.set('active_biter_threat', round(biter_threat * biter_health_boost, 2))
debug_print('refresh_active_unit_threat - new value ' .. active_biter_threat)
if generated_units.unit_group_pos.index > 500 then
generated_units.unit_group_pos.positions = {}
generated_units.unit_group_pos.index = 0
end
end
local function time_out_biters()
local generated_units = Public.get('generated_units')
local active_biter_count = Public.get('active_biter_count')
local active_biter_threat = Public.get('active_biter_threat')
if active_biter_count >= 100 and #generated_units.active_biters <= 10 then
Public.set('active_biter_count', 50)
end
local biter_health_boost = BiterHealthBooster.get('biter_health_boost')
for k, biter in pairs(generated_units.active_biters) do
if not is_unit_valid(biter) then
Public.set('active_biter_count', active_biter_count - 1)
if biter.entity then
if biter.entity.valid then
Public.set('active_biter_threat', active_biter_threat - round(Public.threat_values[biter.entity.name] * biter_health_boost, 2))
if biter.entity.force.index == 2 then
biter.entity.destroy()
end
debug_print('time_out_biters: ' .. k .. ' got deleted.')
end
end
generated_units.active_biters[k] = nil
end
end
end
local function get_random_close_spawner()
local generated_units = Public.get('generated_units')
local target = Public.get('target')
local get_random_close_spawner_attempts = Public.get('get_random_close_spawner_attempts')
local center = target.position
local spawner
local retries = 0
for i = 1, get_random_close_spawner_attempts, 1 do
::retry::
if #generated_units.nests < 1 then
return false
end
local k = random(1, #generated_units.nests)
local spawner_2 = generated_units.nests[k]
if not spawner_2 or not spawner_2.valid then
generated_units.nests[k] = nil
retries = retries + 1
if retries == 5 then
break
end
goto retry
end
if
not spawner or
(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
if spawner and spawner.position then
debug_print('get_random_close_spawner - Found at x' .. spawner.position.x .. ' y' .. spawner.position.y)
end
end
end
return spawner
end
local function get_random_character()
local characters = {}
local surface_index = Public.get('surface_index')
local p = game.connected_players
for _, player in pairs(p) do
if player.character then
if player.character.valid then
if player.character.surface.index == surface_index then
characters[#characters + 1] = player.character
end
end
end
end
if not characters[1] then
return
end
return characters[random(1, #characters)]
end
local function set_main_target()
local target = Public.get('target')
if target then
if target.valid then
return
end
end
local unit_groups_size = Public.get('unit_groups_size')
if unit_groups_size < 0 then
unit_groups_size = 0
end
Public.set('unit_groups_size', unit_groups_size)
local sec_target = Public.get_side_target()
if not sec_target then
sec_target = get_random_character()
end
if not sec_target then
return
end
Public.set('target', sec_target)
debug_print(
'set_main_target -- New main target ' .. sec_target.name .. ' at position x' .. sec_target.position.x .. ' y' .. sec_target.position.y .. ' selected.'
)
end
local function set_group_spawn_position(surface)
local spawner = get_random_close_spawner()
if not spawner then
return
end
local position = surface.find_non_colliding_position('behemoth-biter', spawner.position, 128, 1)
if not position then
return
end
Public.set('spawn_position', {x = position.x, y = position.y})
local spawn_position = get_spawn_pos()
debug_print('set_group_spawn_position -- Changed position to x' .. spawn_position.x .. ' y' .. spawn_position.y .. '.')
end
local function set_enemy_evolution()
local wave_number = Public.get('wave_number')
local generated_units = Public.get('generated_units')
local threat = Public.get('threat')
local evolution_factor = wave_number * 0.001
local enemy = game.forces.enemy
local biter_health_boost = 1
if evolution_factor > 1 then
evolution_factor = 1
end
if not next(generated_units.active_biters) then
Public.set('active_biter_count', 0)
end
if threat > 50000 then
biter_health_boost = round(biter_health_boost + (threat - 50000) * 0.000033, 3)
end
BiterHealthBooster.set('biter_health_boost', biter_health_boost)
if enemy.evolution_factor == 1 and evolution_factor == 1 then
return
end
enemy.evolution_factor = evolution_factor
end
local function can_units_spawn()
local threat = Public.get('threat')
if threat <= 0 then
debug_print('can_units_spawn - threat too low')
time_out_biters()
return false
end
local active_biter_count = Public.get('active_biter_count')
local max_active_biters = Public.get('max_active_biters')
if active_biter_count >= max_active_biters then
debug_print('can_units_spawn - active biter count too high')
time_out_biters()
return false
end
local active_biter_threat = Public.get('active_biter_threat')
if active_biter_threat >= threat then
debug_print('can_units_spawn - active biter threat too high (' .. active_biter_threat .. ')')
time_out_biters()
return false
end
return true
end
local function get_active_unit_groups_count()
local generated_units = Public.get('generated_units')
local count = 0
for k, g in pairs(generated_units.unit_groups) do
if g.valid then
if #g.members > 0 then
count = count + 1
else
g.destroy()
generated_units.unit_groups[k] = nil
local unit_groups_size = Public.get('unit_groups_size')
Public.set('unit_groups_size', unit_groups_size - 1)
end
else
generated_units.unit_groups[k] = nil
generated_units.unit_group_pos.positions[k] = nil
local unit_groups_size = Public.get('unit_groups_size')
Public.set('unit_groups_size', unit_groups_size - 1)
if generated_units.unit_group_last_command[k] then
generated_units.unit_group_last_command[k] = nil
end
end
end
debug_print('Active unit group count: ' .. count)
return count
end
local function spawn_biter(surface, position, forceSpawn, is_boss_biter, unit_settings)
if not forceSpawn then
if not is_boss_biter then
if not can_units_spawn() then
return
end
end
end
local boosted_health = BiterHealthBooster.get('biter_health_boost')
local name
if random(1, 100) > 73 then
name = Public.wave_defense_roll_spitter_name()
else
name = Public.wave_defense_roll_biter_name()
end
local old_position = position
position = surface.find_non_colliding_position('steel-chest', position, 3, 1)
if not position then
position = old_position
end
local biter = surface.create_entity({name = name, position = position, force = 'enemy'})
biter.ai_settings.allow_destroy_when_commands_fail = true
biter.ai_settings.allow_try_return_to_spawner = false
biter.ai_settings.do_separation = true
local increase_health_per_wave = Public.get('increase_health_per_wave')
if increase_health_per_wave and not is_boss_biter then
local modified_unit_health = Public.get('modified_unit_health')
local final_health = round(modified_unit_health.current_value * unit_settings.scale_units_by_health[biter.name], 3)
debug_print_health('final_health - unit: ' .. biter.name .. ' with h-m: ' .. final_health)
BiterHealthBooster.add_unit(biter, final_health)
end
if is_boss_biter then
local increase_boss_health_per_wave = Public.get('increase_boss_health_per_wave')
if increase_boss_health_per_wave then
local modified_boss_unit_health = Public.get('modified_boss_unit_health')
BiterHealthBooster.add_boss_unit(biter, modified_boss_unit_health.current_value, 0.55)
else
local sum = boosted_health * 5
debug_print('Boss Health Boosted: ' .. sum)
BiterHealthBooster.add_boss_unit(biter, sum, 0.55)
end
end
local generated_units = Public.get('generated_units')
generated_units.active_biters[biter.unit_number] = {entity = biter, spawn_tick = game.tick}
local active_biter_count = Public.get('active_biter_count')
Public.set('active_biter_count', active_biter_count + 1)
local active_biter_threat = Public.get('active_biter_threat')
Public.set('active_biter_threat', active_biter_threat + round(Public.threat_values[name] * boosted_health, 2))
return biter
end
local function increase_biter_damage()
local increase_damage_per_wave = Public.get('increase_damage_per_wave')
if not increase_damage_per_wave then
return
end
local e = game.forces.enemy
local new = Difficulty.get().difficulty_vote_value * 0.04
local melee = new
local bio = new - 0.02
local e_old_melee = e.get_ammo_damage_modifier('melee')
local e_old_biological = e.get_ammo_damage_modifier('biological')
debug_print('Melee: ' .. melee + e_old_melee)
debug_print('Biological: ' .. bio + e_old_biological)
e.set_ammo_damage_modifier('melee', melee + e_old_melee)
e.set_ammo_damage_modifier('biological', bio + e_old_biological)
end
local function increase_biters_health()
local increase_health_per_wave = Public.get('increase_health_per_wave')
if not increase_health_per_wave then
return
end
-- local boosted_health = BiterHealthBooster.get('biter_health_boost')
-- local wave_number = Public.get('wave_number')
-- this sets normal units health
local modified_unit_health = Public.get('modified_unit_health')
if modified_unit_health.current_value > modified_unit_health.limit_value then
modified_unit_health.current_value = modified_unit_health.limit_value
end
debug_print_health('modified_unit_health.current_value: ' .. modified_unit_health.current_value)
Public.set('modified_unit_health').current_value = modified_unit_health.current_value + modified_unit_health.health_increase_per_boss_wave
-- this sets boss units health
-- if boosted_health == 1 then
-- boosted_health = 1.25
-- end
-- boosted_health = round(boosted_health * (wave_number * 0.04), 3)
-- debug_print_health('boosted_health: ' .. boosted_health)
-- if boosted_health >= 300 then
-- boosted_health = 300
-- end
-- Public.set('modified_boss_unit_health', boosted_health)
-- this sets boss units health
local modified_boss_unit_health = Public.get('modified_boss_unit_health')
if modified_boss_unit_health.current_value > modified_boss_unit_health.limit_value then
modified_boss_unit_health.current_value = modified_boss_unit_health.limit_value
end
debug_print_health('modified_boss_unit_health.current_value: ' .. modified_boss_unit_health.current_value)
Public.set('modified_boss_unit_health').current_value = modified_boss_unit_health.current_value + modified_boss_unit_health.health_increase_per_boss_wave
end
local function set_next_wave()
local wave_number = Public.get('wave_number')
Public.set('wave_number', wave_number + 1)
wave_number = Public.get('wave_number')
local threat_gain_multiplier = Public.get('threat_gain_multiplier')
local threat_gain = wave_number * threat_gain_multiplier
if wave_number > 1000 then
threat_gain = threat_gain * (wave_number * 0.001)
end
if wave_number % 25 == 0 then
increase_biter_damage()
increase_biters_health()
Public.set('boss_wave', true)
Public.set('boss_wave_warning', true)
local alert_boss_wave = Public.get('alert_boss_wave')
local spawn_position = get_spawn_pos()
if alert_boss_wave then
local msg = 'Boss Wave: ' .. wave_number
local pos = {
position = 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
local boss_wave_warning = Public.get('boss_wave_warning')
if boss_wave_warning then
Public.set('boss_wave_warning', false)
end
end
local threat = Public.get('threat')
Public.set('threat', threat + floor(threat_gain))
local wave_enforced = Public.get('wave_enforced')
local next_wave = Public.get('next_wave')
local wave_interval = Public.get('wave_interval')
if not wave_enforced then
Public.set('last_wave', next_wave)
Public.set('next_wave', game.tick + wave_interval)
end
local clear_corpses = Public.get('clear_corpses')
if clear_corpses then
local surface_index = Public.get('surface_index')
local surface = game.surfaces[surface_index]
for _, entity in pairs(surface.find_entities_filtered {type = 'corpse'}) do
if random(1, 2) == 1 then
entity.destroy()
end
end
end
end
local function reform_group(group)
local unit_group_command_step_length = Public.get('unit_group_command_step_length')
local group_position = {x = group.position.x, y = group.position.y}
local step_length = unit_group_command_step_length
local generated_units = Public.get('generated_units')
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.')
generated_units.unit_groups[new_group.group_number] = new_group
local unit_groups_size = Public.get('unit_groups_size')
Public.set('unit_groups_size', unit_groups_size + 1)
return new_group
else
debug_print('Destroying stuck group.')
if generated_units.unit_groups[group.group_number] then
if generated_units.unit_group_last_command[group.group_number] then
generated_units.unit_group_last_command[group.group_number] = nil
end
local positions = generated_units.unit_group_pos.positions
if positions[group.group_number] then
positions[group.group_number] = nil
end
table.remove(generated_units.unit_groups, group.group_number)
local unit_groups_size = Public.get('unit_groups_size')
Public.set('unit_groups_size', unit_groups_size - 1)
end
group.destroy()
end
return nil
end
local function get_side_targets(group)
local unit_group_command_step_length = Public.get('unit_group_command_step_length')
local commands = {}
local group_position = {x = group.position.x, y = group.position.y}
local step_length = unit_group_command_step_length
local side_target = Public.get_side_target()
local target_position = side_target.position
local distance_to_target = floor(sqrt((target_position.x - group_position.x) ^ 2 + (target_position.y - group_position.y) ^ 2))
local steps = floor(distance_to_target / step_length) + 1
for i = 1, steps, 1 do
local old_position = group_position
local obstacles =
group.surface.find_entities_filtered {
position = old_position,
radius = step_length * 2,
type = {'simple-entity', 'tree'},
limit = 100
}
if obstacles then
for v = 1, #obstacles, 1 do
if obstacles[v].valid then
commands[#commands + 1] = {
type = defines.command.attack,
destination = obstacles[v].position,
distraction = defines.distraction.by_anything
}
end
end
end
commands[#commands + 1] = {
type = defines.command.attack,
target = side_target,
distraction = defines.distraction.by_anything
}
end
return commands
end
local function get_main_command(group)
local unit_group_command_step_length = Public.get('unit_group_command_step_length')
local commands = {}
local group_position = {x = group.position.x, y = group.position.y}
local step_length = unit_group_command_step_length
local target = Public.get('target')
if not valid(target) then
return
end
debug_print('get_main_command - starting')
local target_position = target.position
local distance_to_target = floor(sqrt((target_position.x - group_position.x) ^ 2 + (target_position.y - group_position.y) ^ 2))
local steps = floor(distance_to_target / step_length) + 1
local vector = {
round((target_position.x - group_position.x) / steps, 3),
round((target_position.y - group_position.y) / steps, 3)
}
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])
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 ii = 1, #obstacles, 1 do
if obstacles[ii].valid then
commands[#commands + 1] = {
type = defines.command.attack,
target = obstacles[ii],
distraction = defines.distraction.by_anything
}
end
end
end
local position = group.surface.find_non_colliding_position('behemoth-biter', 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_anything
}
commands[#commands + 1] = {
type = defines.command.attack,
target = target,
distraction = defines.distraction.by_anything
}
return commands
end
local function command_to_main_target(group, bypass)
if not valid(group) then
return
end
local generated_units = Public.get('generated_units')
local unit_group_command_delay = Public.get('unit_group_command_delay')
if not bypass then
if not generated_units.unit_group_last_command[group.group_number] then
generated_units.unit_group_last_command[group.group_number] = game.tick - (unit_group_command_delay + 1)
end
if generated_units.unit_group_last_command[group.group_number] then
if generated_units.unit_group_last_command[group.group_number] + unit_group_command_delay > game.tick then
return
end
end
end
local fill_tiles_so_biter_can_path = Public.get('fill_tiles_so_biter_can_path')
if fill_tiles_so_biter_can_path then
fill_tiles(group, 10)
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 valid(group) then
return
end
local commands = get_main_command(group)
debug_print('get_main_command - got commands')
local surface_index = Public.get('surface_index')
if group.surface.index ~= surface_index then
return
end
group.set_command(
{
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = commands
}
)
debug_print('get_main_command - sent commands')
if valid(group) then
generated_units.unit_group_last_command[group.group_number] = game.tick
end
end
local function command_to_side_target(group)
local generated_units = Public.get('generated_units')
local unit_group_command_delay = Public.get('unit_group_command_delay')
if not generated_units.unit_group_last_command[group.group_number] then
generated_units.unit_group_last_command[group.group_number] = game.tick - (unit_group_command_delay + 1)
end
if generated_units.unit_group_last_command[group.group_number] then
if generated_units.unit_group_last_command[group.group_number] + 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
local commands = get_side_targets(group)
group.set_command(
{
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = commands
}
)
generated_units.unit_group_last_command[group.group_number] = game.tick
end
local function give_side_commands_to_group()
local enable_side_target = Public.get('enable_side_target')
if not enable_side_target then
return
end
local target = Public.get('target')
if not valid(target) then
return
end
local generated_units = Public.get('generated_units')
for k, group in pairs(generated_units.unit_groups) do
if type(group) ~= 'number' then
if group.valid then
command_to_side_target(group)
else
get_active_unit_groups_count()
end
end
end
end
local function give_main_command_to_group()
local target = Public.get('target')
if not valid(target) then
return
end
local generated_units = Public.get('generated_units')
for k, group in pairs(generated_units.unit_groups) do
if type(group) ~= 'number' then
if group.valid then
if group.surface.index == target.surface.index then
command_to_main_target(group)
end
else
get_active_unit_groups_count()
end
end
end
end
local function spawn_unit_group(fs, only_bosses)
if fs then
debug_print('spawn_unit_group - forcing new biters')
else
if not can_units_spawn() then
debug_print('spawn_unit_group - Cant spawn units?')
return
end
end
local target = Public.get('target')
if not valid(target) then
debug_print('spawn_unit_group - Target was not valid?')
return
end
local max_active_unit_groups = Public.get('max_active_unit_groups')
if fs then
debug_print('spawn_unit_group - forcing new biters')
else
if get_active_unit_groups_count() >= max_active_unit_groups then
debug_print('spawn_unit_group - unit_groups at max')
return
end
end
local surface_index = Public.get('surface_index')
local remove_entities = Public.get('remove_entities')
local surface = game.surfaces[surface_index]
set_group_spawn_position(surface)
local spawn_position = get_spawn_pos()
if not spawn_position then
return
end
local radius = 10
local area = {
left_top = {spawn_position.x - radius, spawn_position.y - radius},
right_bottom = {spawn_position.x + radius, spawn_position.y + radius}
}
for k, v in pairs(surface.find_entities_filtered {area = area, name = 'land-mine'}) do
if v and v.valid then
debug_print('spawn_unit_group - found land-mines')
v.die()
end
end
if remove_entities then
remove_trees({surface = surface, position = spawn_position, valid = true})
remove_rocks({surface = surface, position = spawn_position, valid = true})
fill_tiles({surface = surface, position = spawn_position, valid = true})
end
local wave_number = Public.get('wave_number')
Public.wave_defense_set_unit_raffle(wave_number)
debug_print('Spawning unit group at x' .. spawn_position.x .. ' y' .. spawn_position.y)
local generated_units = Public.get('generated_units')
local unit_group = surface.create_unit_group({position = spawn_position, force = 'enemy'})
generated_units.unit_group_pos.index = generated_units.unit_group_pos.index + 1
generated_units.unit_group_pos.positions[unit_group.group_number] = {position = unit_group.position, index = 0}
local average_unit_group_size = Public.get('average_unit_group_size')
local unit_settings = Public.get('unit_settings')
if not only_bosses then
for _ = 1, average_unit_group_size, 1 do
local biter = spawn_biter(surface, spawn_position, fs, false, unit_settings)
if not biter then
debug_print('spawn_unit_group - No biters were found?')
break
end
unit_group.add_member(biter)
-- command_to_side_target(unit_group)
end
end
local boss_wave = Public.get('boss_wave')
if boss_wave or only_bosses then
local count = random(1, floor(wave_number * 0.01) + 2)
if count > 16 then
count = 16
end
if count <= 1 then
count = 4
end
for _ = 1, count, 1 do
local biter = spawn_biter(surface, spawn_position, fs, true, unit_settings)
if not biter then
debug_print('spawn_unit_group - No biters were found?')
break
end
unit_group.add_member(biter)
end
Public.set('boss_wave', false)
end
generated_units.unit_groups[unit_group.group_number] = unit_group
local unit_groups_size = Public.get('unit_groups_size')
Public.set('unit_groups_size', unit_groups_size + 1)
if random(1, 2) == 1 then
Public.set('random_group', unit_group)
end
Public.set('spot', 'nil')
return true
end
local function check_group_positions()
local generated_units = Public.get('generated_units')
local target = Public.get('target')
if not valid(target) then
return
end
for k, group in pairs(generated_units.unit_groups) do
if group.valid then
local ugp = generated_units.unit_group_pos.positions
if group.state == defines.group_state.finished then
return command_to_main_target(group, true)
end
if ugp[group.group_number] then
local success = is_position_near(group.position, ugp[group.group_number].position)
if success then
ugp[group.group_number].index = ugp[group.group_number].index + 1
if ugp[group.group_number].index >= 2 then
command_to_main_target(group, true)
fill_tiles(group, 30)
remove_rocks(group)
remove_trees(group)
if ugp[group.group_number].index >= 4 then
generated_units.unit_group_pos.positions[group.group_number] = nil
reform_group(group)
end
end
end
end
end
end
end
local function log_threat()
local threat_log_index = Public.get('threat_log_index')
Public.set('threat_log_index', threat_log_index + 1)
local threat_log = Public.get('threat_log')
local threat = Public.get('threat')
threat_log_index = Public.get('threat_log_index')
threat_log[threat_log_index] = threat
if threat_log_index > 900 then
threat_log[threat_log_index - 901] = nil
end
end
local tick_tasks = {
[30] = set_main_target,
[60] = set_enemy_evolution,
[120] = give_main_command_to_group,
[150] = Public.build_nest,
[180] = Public.build_worm,
[1200] = give_side_commands_to_group,
[3600] = time_out_biters,
[7200] = refresh_active_unit_threat
}
Public.spawn_unit_group = spawn_unit_group
Event.on_nth_tick(
30,
function()
local tick = game.tick
local game_lost = Public.get('game_lost')
if game_lost then
return
end
local paused = Public.get('paused')
if paused then
return
end
local enable_grace_time = Public.get('enable_grace_time')
if enable_grace_time and (not enable_grace_time.enabled) then
if not enable_grace_time.set then
Public.set('next_wave', game.tick + 100)
enable_grace_time.set = true
end
end
local next_wave = Public.get('next_wave')
if tick > next_wave then
set_next_wave()
end
local t = tick % 300
local t2 = tick % 18000
if tick_tasks[t] then
tick_tasks[t](true)
end
if tick_tasks[t2] then
tick_tasks[t2](true)
end
local resolve_pathing = Public.get('resolve_pathing')
if resolve_pathing then
if tick % 60 == 0 then
check_group_positions()
end
end
local enable_threat_log = Public.get('enable_threat_log')
if enable_threat_log then
if tick % 60 == 0 then
log_threat()
end
end
local players = game.connected_players
for _, player in pairs(players) do
Public.update_gui(player)
end
end
)
Event.on_nth_tick(
50,
function()
local tick_to_spawn_unit_groups = Public.get('tick_to_spawn_unit_groups')
local will_not_spawn = game.tick % tick_to_spawn_unit_groups ~= 0
if will_not_spawn then
return
end
local game_lost = Public.get('game_lost')
if game_lost then
return
end
local paused = Public.get('paused')
if paused then
return
end
spawn_unit_group()
end
)
return Public