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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/maps/chronosphere/tick_functions.lua
2021-03-25 03:39:07 +01:00

479 lines
20 KiB
Lua

local Chrono_table = require 'maps.chronosphere.table'
local Balance = require 'maps.chronosphere.balance'
local Difficulty = require 'modules.difficulty_vote'
local Server = require 'utils.server'
local Public = {}
local math_random = math.random
local math_floor = math.floor
local math_ceil = math.ceil
local math_min = math.min
local math_cos = math.cos
local math_sin = math.sin
local math_rad = math.rad
function Public.realtime_events()
local objective = Chrono_table.get_table()
if objective.world.id == 2 and objective.world.variant.id == 2 then
if objective.passivetimer == 10 then
game.print({'chronosphere.message_danger1'}, {r = 0.98, g = 0.66, b = 0.22})
game.print({'chronosphere.message_danger2'}, {r = 0.98, g = 0.66, b = 0.22})
elseif objective.passivetimer == 25 then
game.print({'chronosphere.message_danger3'}, {r = 0.98, g = 0, b = 0})
elseif objective.passivetimer == 30 then
game.print({'chronosphere.message_danger4'}, {r = 0.98, g = 0, b = 0})
game.print({'chronosphere.message_danger5'}, {r = 0.98, g = 0.66, b = 0.22})
end
end
if
objective.jump_countdown_start_time == -1 and objective.passivetimer == math_floor(objective.chronochargesneeded * 0.50 / objective.passive_chronocharge_rate) and
objective.chronojumps >= Balance.jumps_until_overstay_is_on(Difficulty.get().difficulty_vote_value)
then
game.print({'chronosphere.message_rampup50'}, {r = 0.98, g = 0.66, b = 0.22})
end
if objective.game_lost then
return
end
if objective.jump_countdown_start_time ~= -1 then
if objective.passivetimer == objective.jump_countdown_start_time + 180 - 60 then
game.print({'chronosphere.message_jump60'}, {r = 0.98, g = 0.66, b = 0.22})
elseif objective.passivetimer == objective.jump_countdown_start_time + 180 - 30 then
game.print({'chronosphere.message_jump30'}, {r = 0.98, g = 0.66, b = 0.22})
elseif objective.passivetimer >= objective.jump_countdown_start_time + 180 - 10 and objective.jump_countdown_start_time + 180 - objective.passivetimer > 0 then
game.print({'chronosphere.message_jump10', objective.jump_countdown_start_time + 180 - objective.passivetimer}, {r = 0.98, g = 0.66, b = 0.22})
end
end
end
function Public.train_pollution(source, interior_pollution)
local objective = Chrono_table.get_table()
local difficulty = Difficulty.get().difficulty_vote_value
local pos = objective.locomotive.position or {x = 0, y = 0}
local pollution = 0
local stat_target = 'locomotive'
if not interior_pollution then
interior_pollution = 0
end
if source == 'passive' then
stat_target = 'heat-pipe'
pollution = Balance.passive_pollution_rate(objective.chronojumps, difficulty, objective.upgrades[2])
elseif source == 'countdown' then
stat_target = 'electric-energy-interface'
pollution = Balance.countdown_pollution_rate(objective.chronojumps, difficulty)
elseif source == 'postjump' then
stat_target = 'heat-interface'
pollution = math_floor(Balance.post_jump_initial_pollution(objective.chronojumps, difficulty))
elseif source == 'accumulators' then
stat_target = 'accumulator'
pollution = Balance.pollution_per_MJ_actively_charged(objective.chronojumps, difficulty, objective.upgrades[2])
elseif source == 'lasers' then
stat_target = 'laser-turret'
pollution = Balance.pollution_per_MJ_actively_charged(objective.chronojumps, difficulty, objective.upgrades[2]) / 10
elseif source == 'wagons' then
pollution = interior_pollution * Balance.machine_pollution_transfer_from_inside_factor(difficulty, objective.upgrades[2])
end
game.surfaces[objective.active_surface_index].pollute(pos, pollution)
game.pollution_statistics.on_flow(stat_target, pollution - interior_pollution)
end
function Public.transfer_pollution()
local objective = Chrono_table.get_table()
local surface = game.surfaces['cargo_wagon']
if not surface or not objective.locomotive.valid then
return
end
Public.train_pollution('wagons', surface.get_total_pollution())
surface.clear_pollution()
end
function Public.ramp_evolution()
local objective = Chrono_table.get_table()
local difficulty = Difficulty.get().difficulty_vote_value
if
objective.passivetimer * objective.passive_chronocharge_rate > objective.chronochargesneeded * 0.50 and
objective.chronojumps >= Balance.jumps_until_overstay_is_on(Difficulty.get().difficulty_vote_value)
then
local evolution = game.forces.enemy.evolution_factor
evolution = evolution * Balance.evoramp50_multiplier_per_10s(difficulty)
if evolution > 1 then
evolution = 1
end
game.forces.enemy.evolution_factor = evolution
end
end
function Public.move_items()
local objective = Chrono_table.get_table()
if not objective.comfychests then
return
end
if not objective.comfychests2 then
return
end
if objective.game_lost == true then
return
end
local input = objective.comfychests
local output = objective.comfychests2
for i = 1, 24, 1 do
if not input[i].valid then
return
end
if not output[i].valid then
return
end
local input_inventory = input[i].get_inventory(defines.inventory.chest)
local output_inventory = output[i].get_inventory(defines.inventory.chest)
input_inventory.sort_and_merge()
output_inventory.sort_and_merge()
for ii = 1, #input_inventory, 1 do
if input_inventory[ii].valid_for_read then
local count = output_inventory.insert(input_inventory[ii])
input_inventory[ii].count = input_inventory[ii].count - count
end
end
end
end
local function transfer_signals(index, inventory)
local objective = Chrono_table.get_table()
local counts = inventory.get_contents()
if not objective.outcombinators then
return
end
local combi = objective.outcombinators[index].get_or_create_control_behavior()
local i = 1
for name, count in pairs(counts) do
if i > 20 then
break
end
combi.set_signal(i, {signal = {type = 'item', name = name}, count = count})
i = i + 1
end
if i < 20 then
for j = i, 20, 1 do
combi.set_signal(j, nil)
end
end
end
function Public.output_items()
local objective = Chrono_table.get_table()
if objective.game_lost == true then
return
end
if not objective.outchests then
return
end
if not objective.locomotive_cargo[2] then
return
end
if not objective.locomotive_cargo[3] then
return
end
if objective.upgrades[8] < 1 then
return
end
local wagon = {
[1] = objective.locomotive_cargo[2].get_inventory(defines.inventory.cargo_wagon),
[2] = objective.locomotive_cargo[3].get_inventory(defines.inventory.cargo_wagon)
}
for i = 1, 4, 1 do
if not objective.outchests[i].valid then
return
end
local inv = objective.outchests[i].get_inventory(defines.inventory.chest)
inv.sort_and_merge()
for ii = 1, #inv, 1 do
if inv[ii].valid_for_read then
local count = wagon[math_ceil(i / 2)].insert(inv[ii])
inv[ii].count = inv[ii].count - count
end
end
if objective.upgrades[8] == 2 then
transfer_signals(i, wagon[math_ceil(i / 2)])
end
end
end
function Public.repair_train()
local objective = Chrono_table.get_table()
if not game.surfaces['cargo_wagon'] then
return 0
end
if objective.game_lost == true then
return 0
end
local count = 0
local chest = objective.upgradechest[0]
if not chest or not chest.valid then
return
end
local inv = chest.get_inventory(defines.inventory.chest)
if objective.health < objective.max_health then
count = inv.get_item_count('repair-pack')
count = math_min(count, objective.upgrades[6] + 1, math_ceil((objective.max_health - objective.health) / Balance.Chronotrain_HP_repaired_per_pack))
if count > 0 then
inv.remove({name = 'repair-pack', count = count})
end
end
return count * -Balance.Chronotrain_HP_repaired_per_pack
end
local function create_poison_cloud(position)
local objective = Chrono_table.get_table()
local surface = game.surfaces[objective.active_surface_index]
local tile = surface.get_tile(position.x, position.y)
if not tile then
return
end
if not tile.valid then
return
end
if tile.name == 'water-shallow' or tile.name == 'water-mud' then
local random_angles = {math_rad(math_random(359)), math_rad(math_random(359)), math_rad(math_random(359)), math_rad(math_random(359))}
surface.create_entity({name = 'poison-cloud', position = {x = position.x, y = position.y}})
surface.create_entity({name = 'poison-cloud', position = {x = position.x + 12 * math_cos(random_angles[1]), y = position.y + 12 * math_sin(random_angles[1])}})
surface.create_entity({name = 'poison-cloud', position = {x = position.x + 12 * math_cos(random_angles[2]), y = position.y + 12 * math_sin(random_angles[2])}})
surface.create_entity({name = 'poison-cloud', position = {x = position.x + 12 * math_cos(random_angles[3]), y = position.y + 12 * math_sin(random_angles[3])}})
surface.create_entity({name = 'poison-cloud', position = {x = position.x + 12 * math_cos(random_angles[4]), y = position.y + 12 * math_sin(random_angles[4])}})
end
end
function Public.spawn_poison()
local random_x = math_random(-460, 460)
local random_y = math_random(-460, 460)
create_poison_cloud {x = random_x, y = random_y}
if math_random(1, 3) == 1 then
local random_angles = {math_rad(math_random(359))}
create_poison_cloud {x = random_x + 24 * math_cos(random_angles[1]), y = random_y + 24 * math_sin(random_angles[1])}
end
end
local function launch_nukes()
local objective = Chrono_table.get_table()
local surface = game.surfaces[objective.active_surface_index]
if objective.dangers and #objective.dangers > 1 then
for i = 1, #objective.dangers, 1 do
if objective.dangers[i].destroyed == false then
if objective.upgrades[17] == 1 then
game.print({'chronosphere.message_nuke_intercepted'}, {r = 0, g = 0.98, b = 0})
objective.upgrades[17] = 0
else
local fake_shooter = surface.create_entity({name = 'character', position = objective.dangers[i].silo.position, force = 'enemy'})
surface.create_entity(
{
name = 'atomic-rocket',
position = objective.dangers[i].silo.position,
force = 'enemy',
speed = 1,
max_range = 800,
target = objective.locomotive,
source = fake_shooter
}
)
game.print({'chronosphere.message_nuke'}, {r = 0.98, g = 0, b = 0})
end
end
end
end
end
function Public.dangertimer()
local objective = Chrono_table.get_table()
local timer = objective.dangertimer
if timer == 0 then
return
end
if objective.world.id == 2 and objective.world.variant.id == 2 then
timer = timer - 1
if objective.dangers and #objective.dangers > 0 then
for i = 1, #objective.dangers, 1 do
if objective.dangers[i].destroyed == false then
if timer == 15 then
objective.dangers[i].silo.launch_rocket()
objective.dangers[i].silo.rocket_parts = 100
end
rendering.set_text(objective.dangers[i].timer, math_floor(timer / 60) .. ' min, ' .. timer % 60 .. ' s')
end
end
end
else
timer = 1200
end
if timer < 0 then
timer = 0
end
if timer == 0 then
launch_nukes()
timer = 90
end
objective.dangertimer = timer
end
function Public.offline_players()
local objective = Chrono_table.get_table()
local playertable = Chrono_table.get_player_table()
if objective.chronocharges >= objective.chronochargesneeded or objective.passivetimer < 30 then
return
end
--local current_tick = game.tick
local players = playertable.offline_players
local surface = game.surfaces[objective.active_surface_index]
if #players > 0 then
--log("nonzero offline players")
local later = {}
for i = 1, #players, 1 do
if players[i] and game.players[players[i].index] and game.players[players[i].index].connected then
--game.print("deleting already online character from list")
players[i] = nil
else
if players[i] and players[i].tick < game.tick - 72000 then
--log("spawning corpse")
local player_inv = {}
local items = {}
player_inv[1] = game.players[players[i].index].get_inventory(defines.inventory.character_main)
player_inv[2] = game.players[players[i].index].get_inventory(defines.inventory.character_armor)
player_inv[3] = game.players[players[i].index].get_inventory(defines.inventory.character_guns)
player_inv[4] = game.players[players[i].index].get_inventory(defines.inventory.character_ammo)
player_inv[5] = game.players[players[i].index].get_inventory(defines.inventory.character_trash)
local e = surface.create_entity({name = 'character', position = game.forces.player.get_spawn_position(surface), force = 'neutral'})
local inv = e.get_inventory(defines.inventory.character_main)
for ii = 1, 5, 1 do
if player_inv[ii].valid then
for iii = 1, #player_inv[ii], 1 do
if player_inv[ii][iii].valid then
items[#items + 1] = player_inv[ii][iii]
end
end
end
end
if #items > 0 then
for item = 1, #items, 1 do
if items[item].valid then
inv.insert(items[item])
end
end
game.print({'chronosphere.message_accident'}, {r = 0.98, g = 0.66, b = 0.22})
e.die('neutral')
else
e.destroy()
end
for ii = 1, 5, 1 do
if player_inv[ii].valid then
player_inv[ii].clear()
end
end
players[i] = nil
else
later[#later + 1] = players[i]
end
end
end
players = {}
if #later > 0 then
for i = 1, #later, 1 do
players[#players + 1] = later[i]
end
end
playertable.offline_players = players
end
end
function Public.request_chunks()
local objective = Chrono_table.get_table()
local surface = game.surfaces[objective.active_surface_index]
if objective.world.id == 7 then
surface.request_to_generate_chunks({-800, 0}, 1 + math_floor(objective.passivetimer / 5))
else
surface.request_to_generate_chunks({0, 0}, 1 + math_floor(objective.passivetimer / 5))
end
--surface.force_generate_chunk_requests()
end
function Public.update_charges()
local objective = Chrono_table.get_table()
if objective.chronocharges < objective.chronochargesneeded and objective.world.id ~= 7 then -- < 2000
objective.chronocharges = objective.chronocharges + objective.passive_chronocharge_rate
-- local chronotimer_ticks_between_increase = math_floor(objective.passive_chronocharge_rate / 10) * 10 --- 60 / (1800 / 2000)
-- if tick % chronotimer_ticks_between_increase == 0 then
-- objective.chronocharges = objective.chronocharges + 1
-- end
end
end
local function shoot_laser(surface, source, enemy)
local force = source.force
surface.create_entity {name = 'laser-beam', position = source.position, force = 'player', target = enemy, source = source, max_length = 32, duration = 60}
enemy.damage(20 * (1 + force.get_ammo_damage_modifier('laser') + force.get_gun_speed_modifier('laser')), force, 'laser', source)
end
function Public.laser_defense()
local objective = Chrono_table.get_table()
if objective.upgrades[22] == 0 then
return
end
local surface = game.surfaces[objective.active_surface_index]
if surface ~= objective.locomotive.surface then
return
end
if not objective.laser_battery.valid then
return
end
local enemies = surface.find_entities_filtered {radius = 32, limit = objective.upgrades[22], force = {'enemy', 'scrapyard'}, position = objective.locomotive.position}
if #enemies < 1 then
return
end
for i = 1, math.min(objective.upgrades[22], #enemies), 1 do
if objective.laser_battery.energy < 110000 then
surface.create_entity(
{
name = 'flying-text',
position = objective.locomotive.position,
text = 'Low Power',
color = {r = 0.98, g = 0, b = 0}
}
)
break
end
local enemy = enemies[i]
if enemy and enemy.valid and enemy.health and enemy.health > 0 then
shoot_laser(surface, objective.locomotive, enemy)
objective.laser_battery.energy = objective.laser_battery.energy - 100000
Public.train_pollution('lasers')
end
end
end
function Public.message_game_won()
local objective = Chrono_table.get_table()
objective.game_lost = true
game.print({'chronosphere.message_game_won2', objective.mainscore}, {r = 0.98, g = 0.66, b = 0.22})
Server.to_discord_embed({'chronosphere.message_game_won2', objective.mainscore}, true)
end
-- function Public.player_spit()
-- for _, player in pairs(game.connected_players) do
-- if not player.character or not player.character.valid then return end
-- local enemies = player.surface.find_entities_filtered{radius = 32, limit = 10, force = {"enemy", "scrapyard"}, position = player.character.position}
-- if #enemies < 1 then return end
-- for i = 1, #enemies, 1 do
-- local enemy = enemies[i]
-- if enemy and enemy.valid and enemy.health and enemy.health > 0 then
-- shoot_acid(player.surface, player.character, enemy)
-- end
-- end
-- end
-- end
return Public