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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-04 00:15:45 +02:00
ComfyFactorio/maps/amap/diff.lua
2021-03-24 18:22:45 +01:00

180 lines
5.6 KiB
Lua

--luacheck: ignore
local Event = require 'utils.event'
local WD = require 'modules.wave_defense.table'
local WPT = require 'maps.amap.table'
local Difficulty = require 'modules.difficulty_vote_by_amount'
local atry_talbe = require 'maps.amap.enemy_arty'
local function calc_players()
local players = game.connected_players
local check_afk_players = WPT.get('check_afk_players')
if not check_afk_players then
return #players
end
local total = 0
for i = 1, #players do
local player = players[i]
if player.afk_time < 36000 then
total = total + 1
end
end
if total <= 0 then
total = 1
end
return total
end
local easy = function()
local wave_defense_table = WD.get_table()
local player_count = calc_players()
wave_defense_table.max_active_biters = 768 + player_count * 180
if wave_defense_table.max_active_biters >= 4000 then
wave_defense_table.max_active_biters = 4000
end
local wave_number = WD.get('wave_number')
if wave_number >= 1500 then
wave_number = 1500
end
-- threat gain / wave
local max_threat = 1 + player_count * 0.1
if max_threat >= 4 then
max_threat = 4
end
max_threat = max_threat + wave_number * 0.0013
WD.set_biter_health_boost(wave_number * 0.002 + 1)
wave_defense_table.threat_gain_multiplier = max_threat
wave_defense_table.wave_interval = 4200 - player_count * 30
if wave_defense_table.wave_interval < 1800 or wave_defense_table.threat <= 0 then
wave_defense_table.wave_interval = 1800
end
local mintime = 7500 - player_count * 150
if mintime <= 6000 then
mintime = 6000
end
game.map_settings.enemy_expansion.min_expansion_cooldown = mintime
-- game.map_settings.enemy_expansion.max_expansion_cooldown = 104000
end
local med = function()
local wave_defense_table = WD.get_table()
local player_count = calc_players()
wave_defense_table.max_active_biters = 768 + player_count * 220
if wave_defense_table.max_active_biters >= 4000 then
wave_defense_table.max_active_biters = 4000
end
local wave_number = WD.get('wave_number')
-- threat gain / wave
if wave_number >= 1500 then
wave_number = 1500
end
local max_threat = 1 + player_count * 0.1
if max_threat >= 4 then
max_threat = 4
end
max_threat = max_threat + wave_number * 0.0013
WD.set_biter_health_boost(wave_number * 0.002 + 1)
wave_defense_table.threat_gain_multiplier = max_threat
wave_defense_table.wave_interval = 4200 - player_count * 45
if wave_defense_table.wave_interval < 1800 or wave_defense_table.threat <= 0 then
wave_defense_table.wave_interval = 1800
end
local mintime = 7500 - player_count * 240
if mintime <= 3600 then
mintime = 3600
end
game.map_settings.enemy_expansion.min_expansion_cooldown = mintime
-- game.map_settings.enemy_expansion.max_expansion_cooldown = 104000
end
local hard = function()
local wave_defense_table = WD.get_table()
local player_count = calc_players()
wave_defense_table.max_active_biters = 768 + player_count * 280
if wave_defense_table.max_active_biters >= 4000 then
wave_defense_table.max_active_biters = 4000
end
local wave_number = WD.get('wave_number')
-- threat gain / wave
if wave_number >= 1500 then
wave_number = 1500
end
local max_threat = 1 + player_count * 0.1
if max_threat >= 4 then
max_threat = 4
end
max_threat = max_threat + wave_number * 0.0013
WD.set_biter_health_boost(wave_number * 0.002 + 1)
wave_defense_table.threat_gain_multiplier = max_threat
wave_defense_table.wave_interval = 3900 - player_count * 60
if wave_defense_table.wave_interval < 1800 or wave_defense_table.threat <= 0 then
wave_defense_table.wave_interval = 1800
end
local mintime = 7500 - player_count * 300
if mintime <= 3000 then
mintime = 3000
end
game.map_settings.enemy_expansion.min_expansion_cooldown = mintime
-- game.map_settings.enemy_expansion.max_expansion_cooldown = 104000
end
local set_diff = function()
local game_lost = WPT.get('game_lost')
if game_lost then
return
end
local diff = Difficulty.get()
if diff.difficulty_vote_index == 1 then
easy()
end
if diff.difficulty_vote_index == 2 then
med()
end
if diff.difficulty_vote_index == 3 then
hard()
end
--med()
local wave_number = WD.get('wave_number')
local damage_increase = 0
-- local any=wave_number+150
-- local k= math.floor(any/1000)
-- if k <= 1 then
-- k =1
-- end
-- if k >= 5 then
-- k =5
-- end
local k = math.sqrt(diff.difficulty_vote_index)
if k <= 1 then
k = 1
end
k = math.floor(k)
damage_increase = wave_number * 0.001 * k
game.forces.enemy.set_ammo_damage_modifier('artillery-shell', damage_increase)
game.forces.enemy.set_ammo_damage_modifier('rocket', damage_increase)
game.forces.enemy.set_ammo_damage_modifier('melee', damage_increase)
game.forces.enemy.set_ammo_damage_modifier('biological', damage_increase)
local table = atry_talbe.get()
local radius = math.floor(wave_number * 0.15) * k
table.radius = 350 + radius
local pace = wave_number * 0.0002 * k + 1
if pace >= 2 then
pace = 2
end
table.pace = pace
end
Event.on_nth_tick(600, set_diff)