mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-08 00:39:30 +02:00
396 lines
11 KiB
Lua
396 lines
11 KiB
Lua
local Global = require 'utils.global'
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local Event = require 'utils.event'
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local this = {}
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local Public = {}
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local insert = table.insert
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Global.register(
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this,
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function(tbl)
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this = tbl
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end
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)
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Public.group_size_modifier_raffle = {}
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local group_size_chances = {
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{4, 0.4},
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{5, 0.5},
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{6, 0.6},
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{7, 0.7},
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{8, 0.8},
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{9, 0.9},
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{10, 1},
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{9, 1.1},
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{8, 1.2},
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{7, 1.3},
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{6, 1.4},
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{5, 1.5},
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{4, 1.6},
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{3, 1.7},
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{2, 1.8}
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}
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for _, v in pairs(group_size_chances) do
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for _ = 1, v[1], 1 do
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insert(Public.group_size_modifier_raffle, v[2])
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end
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end
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Public.group_size_modifier_raffle_size = #Public.group_size_modifier_raffle
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function Public.reset_wave_defense()
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this.boss_wave = false
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this.boss_wave_warning = false
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this.boost_units_when_wave_is_above = 200
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this.boost_bosses_when_wave_is_above = 50
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this.side_target_count = 0
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this.active_biter_count = 0
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this.active_biter_threat = 0
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this.average_unit_group_size = 24
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this.biter_raffle = {}
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this.debug = false
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this.debug_health = false
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this.log_wave_to_discord = true
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this.paused = false
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this.pause_without_votes = true
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this.game_lost = false
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this.get_random_close_spawner_attempts = 5
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this.group_size = 2
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this.last_wave = game.tick
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this.max_active_biters = 1280
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this.max_active_unit_groups = 32
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this.max_biter_age = 3600 * 60
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this.nest_building_density = 48
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this.next_wave = game.tick + 3600 * 20
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this.enable_grace_time = {
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enabled = true,
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set = nil
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}
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this.side_targets = {}
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this.simple_entity_shredding_cost_modifier = 0.009
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this.spawn_position = {x = 0, y = 64}
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this.spitter_raffle = {}
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this.surface_index = 1
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this.target = nil
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this.threat = 0
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this.threat_gain_multiplier = 2
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this.threat_log = {}
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this.threat_log_index = 0
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this.tick_to_spawn_unit_groups = 200 -- this defines how often we spawn a unit group
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this.unit_groups_size = 0
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this.index = 0
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this.random_group = nil
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this.unit_group_command_delay = 3600 * 20
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this.unit_group_command_step_length = 15
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this.search_side_targets = {'simple-entity', 'tree', 'car', 'spider-vehicle', 'character'}
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this.wave_interval = 3600
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this.wave_enforced = false
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this.wave_number = 0
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this.worm_building_chance = 3
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this.worm_building_density = 16
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this.worm_raffle = {}
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this.alert_boss_wave = false
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this.remove_entities = false
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this.pause_waves = {
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index = 0
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}
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this.enable_side_target = false
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this.enable_threat_log = true
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this.disable_threat_below_zero = false
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this.check_collapse_position = true
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this.resolve_pathing = true
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this.increase_damage_per_wave = false
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this.increase_boss_health_per_wave = true
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this.increase_health_per_wave = false
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this.fill_tiles_so_biter_can_path = true
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this.modified_unit_health = {
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current_value = 1.2,
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limit_value = 90,
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health_increase_per_boss_wave = 0.5 -- wave % 25 == 0 at wave 2k boost is at 41.2
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}
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this.modified_boss_unit_health = {
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current_value = 2,
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limit_value = 500,
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health_increase_per_boss_wave = 4 -- wave % 25 == 0 at wave 2k boost is at 322
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}
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this.generated_units = {
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active_biters = {},
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unit_groups = {},
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unit_group_last_command = {},
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unit_group_pos = {
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index = 0,
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positions = {}
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},
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nests = {}
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}
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this.unit_settings = {
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scale_units_by_health = {
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['small-biter'] = 1,
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['medium-biter'] = 0.75,
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['big-biter'] = 0.5,
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['behemoth-biter'] = 0.25,
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['small-spitter'] = 1,
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['medium-spitter'] = 0.75,
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['big-spitter'] = 0.5,
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['behemoth-spitter'] = 0.25
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}
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}
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this.worm_unit_settings = {
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-- note that final health modifier isn't lower than 1
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scale_units_by_health = {
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['land-mine'] = 0.5, -- not active as of now
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['gun-turret'] = 0.5, -- not active as of now
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['flamethrower-turret'] = 0.4, -- not active as of now
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['artillery-turret'] = 0.25, -- not active as of now
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['small-worm-turret'] = 0.8,
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['medium-worm-turret'] = 0.6,
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['big-worm-turret'] = 0.4,
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['behemoth-worm-turret'] = 0.2
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}
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}
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end
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--- This gets values from our table
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-- @param key <string>
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function Public.get(key)
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if key then
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return this[key]
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else
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return this
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end
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end
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--- This sets values to our table
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-- use with caution.
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-- @param key <string>
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-- @param value <string/boolean/int>
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function Public.set(key, value)
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if key and (value or value == false or value == 'nil') then
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if value == 'nil' then
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this[key] = nil
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else
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this[key] = value
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end
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return this[key]
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elseif key then
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return this[key]
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else
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return this
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end
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end
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--- Legacy, to be removed
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Public.get_table = Public.get
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--- This gets the status of the current wave
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-- @param <null>
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function Public.get_wave()
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return this.wave_number
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end
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--- This gets the status of disable_threat_below_zero
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-- @param <null>
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function Public.get_disable_threat_below_zero()
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return this.disable_threat_below_zero
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end
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--- This sets if we should disable threat below zero
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-- @param <boolean>
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function Public.set_disable_threat_below_zero(boolean)
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if (boolean or boolean == false) then
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this.disable_threat_below_zero = boolean
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end
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return this.disable_threat_below_zero
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end
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--- This gets the status of alert_boss_wave
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-- @param <null>
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function Public.get_alert_boss_wave()
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return this.get_alert_boss_wave
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end
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--- This sets if we should alert the players
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-- when we spawn a boss wave
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-- @param <boolean>
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function Public.alert_boss_wave(boolean)
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if (boolean or boolean == false) then
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this.alert_boss_wave = boolean
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end
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return this.alert_boss_wave
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end
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--- This sets the spawning position of where
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-- we will spawn the entities.
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-- @param <tbl>
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function Public.set_spawn_position(tbl)
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if type(tbl) == 'table' then
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this.spawn_position = tbl
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else
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error('Tbl must be of type table.')
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end
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return this.spawn_position
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end
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--- This sets if we should remove colliding entities
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-- when we spawn entities.
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-- @param <boolean>
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function Public.remove_entities(boolean)
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if (boolean or boolean == false) then
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this.remove_entities = boolean
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end
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return this.remove_entities
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end
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--- This sets if the threat gui should be present for the players
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-- Warning - this creates a lot of entries in the global table
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-- and makes save/load heavy.
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-- @param <boolean>
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function Public.enable_threat_log(boolean)
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if (boolean or boolean == false) then
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this.enable_threat_log = boolean
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end
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return this.enable_threat_log
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end
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--- This sets if we should spawn the unit near collapse
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-- That is, if collapse module is enabled
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-- @param <boolean>
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function Public.check_collapse_position(boolean)
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if (boolean or boolean == false) then
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this.check_collapse_position = boolean
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end
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return this.check_collapse_position
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end
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--- This sets if the units/bosses should try to pick side-targets.
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-- @param <boolean>
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function Public.enable_side_target(boolean)
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if (boolean or boolean == false) then
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this.enable_side_target = boolean
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end
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return this.enable_side_target
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end
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--- This sets if the units health should increase.
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-- @param <boolean>
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function Public.increase_health_per_wave(boolean)
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if (boolean or boolean == false) then
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this.increase_health_per_wave = boolean
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end
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return this.increase_health_per_wave
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end
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--- This sets if the bosses health should increase.
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-- @param <boolean>
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function Public.increase_boss_health_per_wave(boolean)
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if (boolean or boolean == false) then
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this.increase_boss_health_per_wave = boolean
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end
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return this.increase_boss_health_per_wave
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end
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--- This checks if units are stuck, if they are - act.
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-- @param <boolean>
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function Public.resolve_pathing(boolean)
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if (boolean or boolean == false) then
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this.resolve_pathing = boolean
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end
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return this.resolve_pathing
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end
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--- Enables non-placeable tiles to be switched to placable-tiles.
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-- @param <boolean>
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function Public.fill_tiles_so_biter_can_path(boolean)
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if (boolean or boolean == false) then
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this.fill_tiles_so_biter_can_path = boolean
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end
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return this.fill_tiles_so_biter_can_path
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end
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--- Sets the wave defense units damage increase.
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-- @param <boolean>
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function Public.increase_damage_per_wave(boolean)
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if (boolean or boolean == false) then
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this.increase_damage_per_wave = boolean
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end
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return this.increase_damage_per_wave
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end
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--- Sets the wave defense units health at start current.
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-- @param <int>
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function Public.set_normal_unit_current_health(int)
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this.modified_unit_health.current_value = int or 1.2
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end
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--- Sets the wave defense boss health increment.
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-- @param <int>
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function Public.set_boss_unit_current_health(int)
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this.modified_boss_unit_health.current_value = int or 2
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end
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--- Sets the wave defense units health at start current.
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-- @param <int>
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function Public.set_unit_health_increment_per_wave(int)
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this.modified_unit_health.health_increase_per_boss_wave = int or 0.5
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end
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--- Sets the wave defense boss health increment.
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-- @param <int>
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function Public.set_boss_health_increment_per_wave(int)
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this.modified_boss_unit_health.health_increase_per_boss_wave = int or 4
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end
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--- Sets when we should spawn a unit_group.
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-- @param <int> in ticks
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function Public.set_tick_to_spawn_unit_groups(int)
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this.tick_to_spawn_unit_groups = int or 200
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end
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--- Pauses the wave defense module
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-- @param null
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function Public.pause(boolean)
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this.paused = boolean or false
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end
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--- Toggle debug - when you need to troubleshoot.
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-- @param <null>
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function Public.toggle_debug()
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if this.debug then
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this.debug = false
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else
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this.debug = true
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end
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return this.debug
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end
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--- Toggle debug - when you need to troubleshoot.
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-- @param <null>
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function Public.toggle_debug_health()
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if this.debug_health then
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this.debug_health = false
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else
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this.debug_health = true
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end
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return this.debug_health
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end
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--- Toggle grace time, for when you want to waves to start instantly
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-- @param <boolean>
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function Public.enable_grace_time(boolean)
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this.enable_grace_time.enabled = boolean or false
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return this.debug_health
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end
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-- Event.on_nth_tick(30, Public.debug_module)
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Event.on_init(
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function()
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Public.reset_wave_defense()
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end
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)
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return Public
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