1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/biter_battles_v2/functions.lua
2020-11-23 00:50:09 +01:00

313 lines
11 KiB
Lua

local string_sub = string.sub
local math_random = math.random
local math_round = math.round
local math_abs = math.abs
local table_insert = table.insert
local table_remove = table.remove
local string_find = string.find
local balance_functions = {
["flamethrower"] = function(force_name)
global.combat_balance[force_name].flamethrower_damage = -0.65
game.forces[force_name].set_turret_attack_modifier("flamethrower-turret", global.combat_balance[force_name].flamethrower_damage)
game.forces[force_name].set_ammo_damage_modifier("flamethrower", global.combat_balance[force_name].flamethrower_damage)
end,
["refined-flammables"] = function(force_name)
global.combat_balance[force_name].flamethrower_damage = global.combat_balance[force_name].flamethrower_damage + 0.05
game.forces[force_name].set_turret_attack_modifier("flamethrower-turret", global.combat_balance[force_name].flamethrower_damage)
game.forces[force_name].set_ammo_damage_modifier("flamethrower", global.combat_balance[force_name].flamethrower_damage)
end,
["land-mine"] = function(force_name)
if not global.combat_balance[force_name].land_mine then global.combat_balance[force_name].land_mine = -0.80 end
game.forces[force_name].set_ammo_damage_modifier("landmine", global.combat_balance[force_name].land_mine)
end,
["stronger-explosives"] = function(force_name)
if not global.combat_balance[force_name].land_mine then global.combat_balance[force_name].land_mine = -0.80 end
global.combat_balance[force_name].land_mine = global.combat_balance[force_name].land_mine + 0.05
game.forces[force_name].set_ammo_damage_modifier("landmine", global.combat_balance[force_name].land_mine)
end,
["military"] = function(force_name)
global.combat_balance[force_name].shotgun = 1
game.forces[force_name].set_ammo_damage_modifier("shotgun-shell", global.combat_balance[force_name].shotgun)
end,
["physical-projectile-damage"] = function(force_name)
global.combat_balance[force_name].shotgun = global.combat_balance[force_name].shotgun + 0.4
game.forces[force_name].set_ammo_damage_modifier("shotgun-shell", global.combat_balance[force_name].shotgun)
end,
}
local no_turret_blacklist = {
["ammo-turret"] = true,
["artillery-turret"] = true,
["electric-turret"] = true,
["fluid-turret"] = true
}
local landfill_biters_vectors = {{0,0}, {1,0}, {0,1}, {-1,0}, {0,-1}}
local landfill_biters = {
["big-biter"] = true,
["big-spitter"] = true,
["behemoth-biter"] = true,
["behemoth-spitter"] = true,
}
local target_entity_types = {
["assembling-machine"] = true,
["boiler"] = true,
["furnace"] = true,
["generator"] = true,
["lab"] = true,
["mining-drill"] = true,
["radar"] = true,
["reactor"] = true,
["roboport"] = true,
["rocket-silo"] = true,
["ammo-turret"] = true,
["artillery-turret"] = true,
["beacon"] = true,
["electric-turret"] = true,
["fluid-turret"] = true,
}
local spawn_positions = {}
local spawn_r = 7
local spawn_r_square = spawn_r ^ 2
for x = spawn_r * -1, spawn_r, 0.5 do
for y = spawn_r * -1, spawn_r, 0.5 do
if x ^ 2 + y ^ 2 < spawn_r_square then
table.insert(spawn_positions, {x, y})
end
end
end
local size_of_spawn_positions = #spawn_positions
local Public = {}
function Public.add_target_entity(entity)
if not entity then return end
if not entity.valid then return end
if not target_entity_types[entity.type] then return end
table_insert(global.target_entities[entity.force.index], entity)
end
function Public.get_random_target_entity(force_index)
local target_entities = global.target_entities[force_index]
local size_of_target_entities = #target_entities
if size_of_target_entities == 0 then return end
for _ = 1, size_of_target_entities, 1 do
local i = math_random(1, size_of_target_entities)
local entity = target_entities[i]
if entity and entity.valid then
return entity
else
table_remove(target_entities, i)
size_of_target_entities = size_of_target_entities - 1
if size_of_target_entities == 0 then return end
end
end
end
function Public.get_health_modifier(force)
if global.bb_evolution[force.name] < 1 then return 1 end
return math_round((global.bb_evolution[force.name] - 1) * 3, 3) + 1
end
function Public.biters_landfill(entity)
if not landfill_biters[entity.name] then return end
local position = entity.position
if math_abs(position.y) < 8 then return true end
local surface = entity.surface
for _, vector in pairs(landfill_biters_vectors) do
local tile = surface.get_tile({position.x + vector[1], position.y + vector[2]})
if tile.collides_with("resource-layer") then
surface.set_tiles({{name = "landfill", position = tile.position}})
local particle_pos = {tile.position.x + 0.5, tile.position.y + 0.5}
for i = 1, 50, 1 do
surface.create_particle({
name = "stone-particle",
position = particle_pos,
frame_speed = 0.1,
vertical_speed = 0.12,
height = 0.01,
movement = {-0.05 + math_random(0, 100) * 0.001, -0.05 + math_random(0, 100) * 0.001}
})
end
end
end
return true
end
function Public.combat_balance(event)
local research_name = event.research.name
local force_name = event.research.force.name
local key
for b = 1, string.len(research_name), 1 do
key = string_sub(research_name, 0, b)
if balance_functions[key] then
if not global.combat_balance[force_name] then global.combat_balance[force_name] = {} end
balance_functions[key](force_name)
return
end
end
end
function Public.init_player(player)
if not player.connected then
if player.force.index ~= 1 then
player.force = game.forces.player
end
return
end
if player.character and player.character.valid then
player.character.destroy()
player.set_controller({type = defines.controllers.god})
player.create_character()
end
player.clear_items_inside()
player.spectator = true
player.force = game.forces.spectator
local surface = game.surfaces.biter_battles
local p = spawn_positions[math_random(1, size_of_spawn_positions)]
if surface.is_chunk_generated({0,0}) then
player.teleport(surface.find_non_colliding_position("character", p, 4, 0.5), surface)
else
player.teleport(p, surface)
end
if player.character and player.character.valid then player.character.destructible = false end
game.permissions.get_group("spectator").add_player(player)
end
function Public.no_turret_creep(event)
local entity = event.created_entity
if not entity.valid then return end
if not no_turret_blacklist[event.created_entity.type] then return end
local surface = event.created_entity.surface
local spawners = surface.find_entities_filtered({type = "unit-spawner", area = {{entity.position.x - 70, entity.position.y - 70}, {entity.position.x + 70, entity.position.y + 70}}})
if #spawners == 0 then return end
local allowed_to_build = true
for _, e in pairs(spawners) do
if (e.position.x - entity.position.x)^2 + (e.position.y - entity.position.y)^2 < 4096 then
allowed_to_build = false
break
end
end
if allowed_to_build then return end
if event.player_index then
game.players[event.player_index].insert({name = entity.name, count = 1})
else
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = entity.name, count = 1})
end
surface.create_entity({
name = "flying-text",
position = entity.position,
text = "Turret too close to spawner!",
color = {r=0.98, g=0.66, b=0.22}
})
entity.destroy()
end
--Share chat with spectator force
function Public.share_chat(event)
if not event.message then return end
if not event.player_index then return end
local player = game.players[event.player_index]
local tag = player.tag
if not tag then tag = "" end
local color = player.chat_color
if player.force.name == "north" then
game.forces.spectator.print(player.name .. tag .. " (north): ".. event.message, color)
end
if player.force.name == "south" then
game.forces.spectator.print(player.name .. tag .. " (south): ".. event.message, color)
end
if global.tournament_mode then return end
if player.force.name == "player" then
game.forces.north.print(player.name .. tag .. " (spawn): ".. event.message, color)
game.forces.south.print(player.name .. tag .. " (spawn): ".. event.message, color)
game.forces.spectator.print(player.name .. tag .. " (spawn): ".. event.message, color)
end
if player.force.name == "spectator" then
--Skip messages that would spoil coordinates from spectators
local a, b = string_find(event.message, "gps=", 1, false)
if a then return end
game.forces.north.print(player.name .. tag .. " (spectator): ".. event.message, color)
game.forces.south.print(player.name .. tag .. " (spectator): ".. event.message, color)
end
end
function Public.spy_fish(player)
if not player.character then return end
local duration_per_unit = 2700
local i2 = player.get_inventory(defines.inventory.character_main)
if not i2 then return end
local owned_fishes = i2.get_item_count("raw-fish")
owned_fishes = owned_fishes + i2.get_item_count("raw-fish")
if owned_fishes == 0 then
player.print("You have no fish in your inventory.",{ r=0.98, g=0.66, b=0.22})
else
local x = i2.remove({name="raw-fish", count=1})
if x == 0 then i2.remove({name="raw-fish", count=1}) end
local enemy_team = "south"
if player.force.name == "south" then enemy_team = "north" end
if global.spy_fish_timeout[player.force.name] - game.tick > 0 then
global.spy_fish_timeout[player.force.name] = global.spy_fish_timeout[player.force.name] + duration_per_unit
player.print(math.ceil((global.spy_fish_timeout[player.force.name] - game.tick) / 60) .. " seconds of enemy vision left.", { r=0.98, g=0.66, b=0.22})
else
game.print(player.name .. " sent a fish to spy on " .. enemy_team .. " team!", {r=0.98, g=0.66, b=0.22})
global.spy_fish_timeout[player.force.name] = game.tick + duration_per_unit
end
end
end
function Public.create_map_intro_button(player)
if player.gui.top["map_intro_button"] then return end
local b = player.gui.top.add({type = "sprite-button", caption = "?", name = "map_intro_button", tooltip = "Map Info"})
b.style.font_color = {r=0.5, g=0.3, b=0.99}
b.style.font = "heading-1"
b.style.minimal_height = 38
b.style.minimal_width = 38
b.style.top_padding = 1
b.style.left_padding = 1
b.style.right_padding = 1
b.style.bottom_padding = 1
end
function Public.show_intro(player)
if player.gui.center["map_intro_frame"] then player.gui.center["map_intro_frame"].destroy() end
local frame = player.gui.center.add {type = "frame", name = "map_intro_frame", direction = "vertical"}
local frame = frame.add {type = "frame"}
local l = frame.add {type = "label", caption = {"biter_battles.map_info"}, name = "biter_battles_map_intro"}
l.style.single_line = false
l.style.font = "heading-2"
l.style.font_color = {r=0.7, g=0.6, b=0.99}
end
function Public.map_intro_click(player, element)
if element.name == "close_map_intro_frame" then player.gui.center["map_intro_frame"].destroy() return true end
if element.name == "biter_battles_map_intro" then player.gui.center["map_intro_frame"].destroy() return true end
if element.name == "map_intro_button" then
if player.gui.center["map_intro_frame"] then
player.gui.center["map_intro_frame"].destroy()
return true
else
Public.show_intro(player)
return true
end
end
end
return Public