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ComfyFactorio/modules/scrap_towny_ffa/biters.lua
2021-03-24 20:14:55 +01:00

242 lines
6.8 KiB
Lua

--luacheck: ignore
local Public = {}
local math_random = math.random
local math_floor = math.floor
local math_sqrt = math.sqrt
local math_round = math.round
local table_size = table.size
local table_insert = table.insert
local table_remove = table.remove
local table_shuffle = table.shuffle_table
local Global = require 'utils.global'
local tick_schedule = {}
Global.register(
tick_schedule,
function(t)
tick_schedule = t
end
)
local Table = require 'modules.scrap_towny_ffa.table'
local Evolution = require 'modules.scrap_towny_ffa.evolution'
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 _ = 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_damage
}
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_anything
}
return commands
end
local function roll_market()
local ffatable = Table.get_table()
local town_centers = ffatable.town_centers
if town_centers == nil or table_size(town_centers) == 0 then
return
end
local keyset = {}
for town_name, _ in pairs(town_centers) do
table_insert(keyset, town_name)
end
local tc = math_random(1, #keyset)
return town_centers[keyset[tc]]
end
local function get_random_close_spawner(surface, market, radius)
local units = surface.find_enemy_units(market.position, radius, market.force)
if units ~= nil and #units > 0 then
-- found units, shuffle the list
table_shuffle(units)
while units[1] do
local unit = units[1]
if unit.spawner then
return unit.spawner
end
table_remove(units, 1)
end
end
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 ffatable = Table.get_table()
for k, swarm in pairs(ffatable.swarms) do
if not is_swarm_valid(swarm) then
table_remove(ffatable.swarms, k)
end
end
end
function Public.unit_groups_start_moving()
local ffatable = Table.get_table()
for _, swarm in pairs(ffatable.swarms) do
if swarm.group then
if swarm.group.valid then
swarm.group.start_moving()
end
end
end
end
function Public.swarm(town_center, radius)
if town_center == nil then
return
end
local ffatable = Table.get_table()
local r = radius or 32
local tc = town_center or roll_market()
if not tc or r > 512 then
return
end
-- skip if town evolution < 0.25
if town_center.get_biter_evolution < 0.25 then
return
end
-- skip if we have to many swarms already
local count = table_size(ffatable.swarms)
local towns = table_size(ffatable.town_centers)
if count > 3 * towns then
return
end
local market = tc.market
local surface = market.surface
-- find a spawner
local spawner = get_random_close_spawner(surface, market, r)
if not spawner then
r = r + 16
local future = game.tick + 1
-- schedule to run this method again with a higher radius on next tick
if not tick_schedule[future] then
tick_schedule[future] = {}
end
tick_schedule[future][#tick_schedule[future] + 1] = {
callback = 'swarm',
params = {tc, r}
}
return
end
-- get our evolution
local evolution = 0
if spawner.name == 'spitter-spawner' then
evolution = Evolution.get_biter_evolution(spawner)
else
evolution = Evolution.get_spitter_evolution(spawner)
end
-- get our target amount of enemies
local count2 = (evolution * 124) + 4
local units = spawner.surface.find_enemy_units(spawner.position, 16, market.force)
if #units < count2 then
units = spawner.surface.find_enemy_units(spawner.position, 32, market.force)
end
if #units < count2 then
units = spawner.surface.find_enemy_units(spawner.position, 64, market.force)
end
if #units < count2 then
units = spawner.surface.find_enemy_units(spawner.position, 128, market.force)
end
if not units[1] then
return
end
local unit_group_position = surface.find_non_colliding_position('biter-spawner', 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})
for key, unit in pairs(units) do
if key > count2 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(ffatable.swarms, {group = unit_group, timeout = game.tick + 36000})
end
local function on_tick()
if not tick_schedule[game.tick] then
return
end
for _, token in pairs(tick_schedule[game.tick]) do
local callback = token.callback
local params = token.params
if callback == 'swarm' then
Public.swarm(params[1], params[2])
end
end
tick_schedule[game.tick] = nil
end
local on_init = function()
local ffatable = Table.get_table()
ffatable.swarms = {}
end
local Event = require 'utils.event'
Event.on_init(on_init)
Event.add(defines.events.on_tick, on_tick)
return Public