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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-04 00:15:45 +02:00
ComfyFactorio/maps/native_war/team.lua
Gerkiz e91b6a352f 2.0 changes
Change global -> storage
Rework how rendering works
Game prototypes are now stored inside 'prototypes.#'
Renamed entity names
2024-10-22 21:47:11 +02:00

244 lines
11 KiB
Lua

--luacheck: ignore
local Public = {}
local math_random = math.random
function Public.add_unit(force_name, unit_number, unit)
storage.map_forces[force_name].units[unit_number] = unit
end
function Public.on_buy_wave(surface, force, tier)
if tier == 'red' or tier == 'green' then
local random_biter = math.random(5, 9)
for i = 1, random_biter, 1 do
local unit =
game.surfaces[surface].create_entity {
name = 'small-biter',
position = { storage.map_forces[force].spawn.x + i, storage.map_forces[force].spawn.y },
force = game.forces[force]
}
storage.map_forces[force].units[unit.unit_number] = unit
end
for i = 1, 10 - random_biter, 1 do
local unit =
game.surfaces[surface].create_entity {
name = 'small-spitter',
position = { storage.map_forces[force].spawn.x + i, storage.map_forces[force].spawn.y },
force = game.forces[force]
}
storage.map_forces[force].units[unit.unit_number] = unit
end
return
end
if tier == 'grey' then
local random_biter = math.random(5, 9)
for i = 1, random_biter, 1 do
local unit =
game.surfaces[surface].create_entity {
name = 'medium-biter',
position = { storage.map_forces[force].spawn.x + i, storage.map_forces[force].spawn.y },
force = game.forces[force]
}
storage.map_forces[force].units[unit.unit_number] = unit
end
for i = 1, 10 - random_biter, 1 do
local unit =
game.surfaces[surface].create_entity {
name = 'medium-spitter',
position = { storage.map_forces[force].spawn.x + i, storage.map_forces[force].spawn.y },
force = game.forces[force]
}
storage.map_forces[force].units[unit.unit_number] = unit
end
return
end
if tier == 'blue' then
local random_biter = math.random(5, 9)
for i = 1, random_biter, 1 do
local unit =
game.surfaces[surface].create_entity {
name = 'big-biter',
position = { storage.map_forces[force].spawn.x + i, storage.map_forces[force].spawn.y },
force = game.forces[force]
}
storage.map_forces[force].units[unit.unit_number] = unit
end
for i = 1, 10 - random_biter, 1 do
local unit =
game.surfaces[surface].create_entity {
name = 'big-spitter',
position = { storage.map_forces[force].spawn.x + i, storage.map_forces[force].spawn.y },
force = game.forces[force]
}
storage.map_forces[force].units[unit.unit_number] = unit
end
return
end
if tier == 'purple' or tier == 'yellow' then
local random_biter = math.random(5, 9)
for i = 1, random_biter, 1 do
local unit =
game.surfaces[surface].create_entity {
name = '-biter',
position = { storage.map_forces[force].spawn.x + i, storage.map_forces[force].spawn.y },
force = game.forces[force]
}
storage.map_forces[force].units[unit.unit_number] = unit
end
for i = 1, 10 - random_biter, 1 do
local unit =
game.surfaces[surface].create_entity {
name = 'behemoth-spitter',
position = { storage.map_forces[force].spawn.x + i, storage.map_forces[force].spawn.y },
force = game.forces[force]
}
storage.map_forces[force].units[unit.unit_number] = unit
end
return
end
end
function Public.buy_worm_turret(surface, force_name, dist, player, player_nb_sp, nb_sp_price, sp)
local size_table_turret = #storage.map_forces[force_name].worm_turrets_positions
if dist == 'All' then
local player_sp_count = player_nb_sp
count = 0
for k, pos in pairs(storage.map_forces[force_name].worm_turrets_positions) do
local turret = surface.find_entity('small-worm-turret', { pos.x, pos.y })
if turret == nil and player_sp_count >= nb_sp_price then
local turrets = surface.find_entities_filtered { position = { pos.x, pos.y }, name = { 'medium-worm-turret', 'big-worm-turret', 'behemoth-worm-turret' } }
if #turrets == 0 then
local position = surface.find_non_colliding_position('big-worm-turret', { pos.x, pos.y }, 5, 1)
if not position then
position = { pos.x, pos.y }
end
surface.create_entity({ name = 'small-worm-turret', position = { position.x, position.y }, force = force_name })
player.remove_item({ name = sp, count = nb_sp_price })
player_sp_count = player_sp_count - nb_sp_price
count = count + 1
end
end
end
if count == 0 then
return false
else
return true
end
elseif dist == 'Farthest' then
for i = size_table_turret, 1, -1 do
local pos = storage.map_forces[force_name].worm_turrets_positions[i]
local turret = surface.find_entity('small-worm-turret', { pos.x, pos.y })
if turret == nil and player_nb_sp >= nb_sp_price then
local turrets = surface.find_entities_filtered { position = { pos.x, pos.y }, name = { 'medium-worm-turret', 'big-worm-turret', 'behemoth-worm-turret' } }
if #turrets == 0 then
local position = surface.find_non_colliding_position('big-worm-turret', { pos.x, pos.y }, 5, 1)
if not position then
position = { pos.x, pos.y }
end
surface.create_entity({ name = 'small-worm-turret', position = { position.x, position.y }, force = force_name })
player.remove_item({ name = sp, count = nb_sp_price })
return true
end
end
end
return false
elseif dist == 'Closest' then
for i = 1, size_table_turret, 1 do
local pos = storage.map_forces[force_name].worm_turrets_positions[i]
local turret = surface.find_entity('small-worm-turret', { pos.x, pos.y })
if turret == nil and player_nb_sp >= nb_sp_price then
local turrets = surface.find_entities_filtered { position = { pos.x, pos.y }, name = { 'medium-worm-turret', 'big-worm-turret', 'behemoth-worm-turret' } }
if #turrets == 0 then
local position = surface.find_non_colliding_position('big-worm-turret', { pos.x, pos.y }, 5, 1)
if not position then
position = { pos.x, pos.y }
end
surface.create_entity({ name = 'small-worm-turret', position = { position.x, position.y }, force = force_name })
player.remove_item({ name = sp, count = nb_sp_price })
return true
end
end
end
return false
end
end
function Public.upgrade_worm_turret(surface, force_name, dist, player, player_nb_sp, nb_sp_price, sp, tier)
local table_upgrade = {
['medium-worm-turret'] = 'small-worm-turret',
['big-worm-turret'] = 'medium-worm-turret',
['behemoth-worm-turret'] = 'big-worm-turret'
}
local size_table_turret = #storage.map_forces[force_name].worm_turrets_positions
print(size_table_turret)
if dist == 'All' then
local player_sp_count = player_nb_sp
count = 0
for k, pos in pairs(storage.map_forces[force_name].worm_turrets_positions) do
local turret = surface.find_entity(table_upgrade[tier], { pos.x, pos.y })
if turret ~= nil and player_nb_sp >= nb_sp_price then
turret.destroy()
local position = surface.find_non_colliding_position('big-worm-turret', { pos.x, pos.y }, 5, 1)
if not position then
position = { pos.x, pos.y }
end
surface.create_entity({ name = tier, position = { position.x, position.y }, force = force_name })
player.remove_item({ name = sp, count = nb_sp_price })
player_sp_count = player_sp_count - nb_sp_price
count = count + 1
else
end
end
if count == 0 then
return false
else
return true
end
elseif dist == 'Farthest' then
for i = #storage.map_forces[force_name].worm_turrets_positions, 1, -1 do
local turret =
surface.find_entity(table_upgrade[tier], { storage.map_forces[force_name].worm_turrets_positions[i].x, storage.map_forces[force_name].worm_turrets_positions[i].y })
if turret ~= nil and player_nb_sp >= nb_sp_price then
turret.destroy()
local position =
surface.find_non_colliding_position(
'big-worm-turret',
{ storage.map_forces[force_name].worm_turrets_positions[i].x, storage.map_forces[force_name].worm_turrets_positions[i].y },
5,
1
)
if not position then
position = { pos.x, pos.y }
end
surface.create_entity({ name = tier, position = { position.x, position.y }, force = force_name })
player.remove_item({ name = sp, count = nb_sp_price })
return true
else
end
end
return false
elseif dist == 'Closest' then
for k, pos in pairs(storage.map_forces[force_name].worm_turrets_positions) do
local turret = surface.find_entity(table_upgrade[tier], { pos.x, pos.y })
if turret ~= nil and player_nb_sp >= nb_sp_price then
turret.destroy()
local position = surface.find_non_colliding_position('big-worm-turret', { pos.x, pos.y }, 5, 1)
if not position then
position = { pos.x, pos.y }
end
surface.create_entity({ name = tier, position = { position.x, position.y }, force = force_name })
player.remove_item({ name = sp, count = nb_sp_price })
return true
else
end
end
return false
end
end
function Public.buy_extra_life(force_name)
local force_index = game.forces[force_name].index
storage.biter_reanimator.forces[force_index] = storage.biter_reanimator.forces[force_index] + 1
end
return Public