mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-08 00:39:30 +02:00
196 lines
8.1 KiB
Lua
196 lines
8.1 KiB
Lua
local WD = require "modules.wave_defense.table"
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local threat_values = require "modules.wave_defense.threat_values"
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local BiterRolls = require 'modules.wave_defense.biter_rolls'
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local math_random = math.random
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local Public = {}
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local function remove_unit(entity)
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local wave_defense_table = WD.get_table()
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local unit_number = entity.unit_number
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if not wave_defense_table.active_biters[unit_number] then return end
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local m = 1
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if global.biter_health_boost_units[unit_number] then
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m = 1 / global.biter_health_boost_units[unit_number][2]
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end
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local active_threat_loss = math.round(threat_values[entity.name] * m, 2)
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wave_defense_table.active_biter_threat = wave_defense_table.active_biter_threat - active_threat_loss
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wave_defense_table.active_biter_count = wave_defense_table.active_biter_count - 1
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wave_defense_table.active_biters[unit_number] = nil
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end
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local function place_nest_near_unit_group(wave_defense_table)
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local group = wave_defense_table.unit_groups[math_random(1, #wave_defense_table.unit_groups)]
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if not group then return end
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if not group.valid then return end
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if not group.members then return end
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if not group.members[1] then return end
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local unit = group.members[math_random(1, #group.members)]
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if not unit.valid then return end
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local name = "biter-spawner"
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if math_random(1, 3) == 1 then name = "spitter-spawner" end
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local position = unit.surface.find_non_colliding_position(name, unit.position, 12, 1)
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if not position then return end
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local r = wave_defense_table.nest_building_density
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if unit.surface.count_entities_filtered({type = "unit-spawner", force = unit.force, area = {{position.x - r, position.y - r},{position.x + r, position.y + r}}}) > 0 then return end
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unit.surface.create_entity({name = name, position = position, force = unit.force})
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unit.surface.create_entity({name = "blood-explosion-huge", position = position})
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unit.surface.create_entity({name = "blood-explosion-huge", position = unit.position})
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remove_unit(unit)
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unit.destroy()
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wave_defense_table.threat = wave_defense_table.threat - threat_values[name]
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return true
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end
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function Public.build_nest()
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local wave_defense_table = WD.get_table()
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if wave_defense_table.threat < 1024 then return end
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if #wave_defense_table.unit_groups == 0 then return end
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for _ = 1, 2, 1 do
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if place_nest_near_unit_group(wave_defense_table) then return end
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end
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end
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function Public.build_worm()
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local wave_defense_table = WD.get_table()
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if wave_defense_table.threat < 512 then return end
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if math_random(1, wave_defense_table.worm_building_chance) ~= 1 then return end
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if #wave_defense_table.unit_groups == 0 then return end
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local group = wave_defense_table.unit_groups[math_random(1, #wave_defense_table.unit_groups)]
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if not group then return end
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if not group.valid then return end
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if not group.members then return end
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if not group.members[1] then return end
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local unit = group.members[math_random(1, #group.members)]
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if not unit.valid then return end
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local position = unit.surface.find_non_colliding_position("assembling-machine-1", unit.position, 8, 1)
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BiterRolls.wave_defense_set_worm_raffle(wave_defense_table.wave_number)
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local worm = BiterRolls.wave_defense_roll_worm_name()
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if not position then return end
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local r = wave_defense_table.worm_building_density
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if unit.surface.count_entities_filtered({type = "turret", force = unit.force, area = {{position.x - r, position.y - r},{position.x + r, position.y + r}}}) > 0 then return end
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unit.surface.create_entity({name = worm, position = position, force = unit.force})
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unit.surface.create_entity({name = "blood-explosion-huge", position = position})
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unit.surface.create_entity({name = "blood-explosion-huge", position = unit.position})
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remove_unit(unit)
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unit.destroy()
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wave_defense_table.threat = wave_defense_table.threat - threat_values[worm]
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end
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--[[
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local function get_circle_vectors(radius)
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local vectors = {}
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for x = radius * -1, radius, 1 do
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for y = radius * -1, radius, 1 do
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if math.sqrt(x^2 + y^2) <= radius then
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vectors[#vectors + 1] = {x, y}
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end
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end
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end
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return vectors
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end
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local acid_nova_entities = {
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["small-biter"] = {projectile = "acid-stream-worm-small", vectors = get_circle_vectors(3), threat_cost = 32},
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["medium-biter"] = {projectile = "acid-stream-worm-medium", vectors = get_circle_vectors(4), threat_cost = 64},
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["big-biter"] = {projectile = "acid-stream-worm-big", vectors = get_circle_vectors(5), threat_cost = 96},
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["behemoth-biter"] = {projectile = "acid-stream-worm-behemoth", vectors = get_circle_vectors(6), threat_cost = 128},
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}
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local function acid_nova(entity)
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local wave_defense_table = WD.get_table()
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if not acid_nova_entities[entity.name] then return end
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if wave_defense_table.threat < 100000 then return end
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if math.random(1, 32) ~= 1 then return end
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for _ = 1, 8, 1 do
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local i = math_random(1, #acid_nova_entities[entity.name].vectors)
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entity.surface.create_entity({
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name = acid_nova_entities[entity.name].projectile,
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position = entity.position,
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force = entity.force.name,
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source = entity.position,
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target = {x = entity.position.x + acid_nova_entities[entity.name].vectors[i][1], y = entity.position.y + acid_nova_entities[entity.name].vectors[i][2]},
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max_range = 10,
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speed = 0.001
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})
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end
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wave_defense_table.threat = wave_defense_table.threat - acid_nova_entities[entity.name].threat_cost
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return true
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end
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]]
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local function shred_simple_entities(entity)
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local wave_defense_table = WD.get_table()
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if wave_defense_table.threat < 25000 then return end
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local simple_entities = entity.surface.find_entities_filtered({type = "simple-entity", area = {{entity.position.x - 3, entity.position.y - 3},{entity.position.x + 3, entity.position.y + 3}}})
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if #simple_entities == 0 then return end
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if #simple_entities > 1 then table.shuffle_table(simple_entities) end
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local r = math.floor(wave_defense_table.threat * 0.00004)
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if r < 1 then r = 1 end
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local count = math.random(1, r)
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--local count = 1
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local damage_dealt = 0
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for i = 1, count, 1 do
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if not simple_entities[i] then break end
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if simple_entities[i].valid then
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if simple_entities[i].health then
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damage_dealt = damage_dealt + simple_entities[i].health
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simple_entities[i].die("neutral", simple_entities[i])
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end
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end
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end
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if damage_dealt == 0 then return end
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local threat_cost = math.floor(damage_dealt * wave_defense_table.simple_entity_shredding_cost_modifier)
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if threat_cost < 1 then threat_cost = 1 end
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wave_defense_table.threat = wave_defense_table.threat - threat_cost
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end
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local function spawn_unit_spawner_inhabitants(wave_defense_table, entity)
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if entity.type ~= "unit-spawner" then return end
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local count = 8 + math.floor(wave_defense_table.wave_number * 0.02)
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if count > 128 then count = 128 end
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BiterRolls.wave_defense_set_unit_raffle(wave_defense_table.wave_number)
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for _ = 1, count, 1 do
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local position = {entity.position.x + (-4 + math.random(0, 8)), entity.position.y + (-4 + math.random(0, 8))}
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if math.random(1,4) == 1 then
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entity.surface.create_entity({name = BiterRolls.wave_defense_roll_spitter_name(), position = position, force = "enemy"})
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else
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entity.surface.create_entity({name = BiterRolls.wave_defense_roll_biter_name(), position = position, force = "enemy"})
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end
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end
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end
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local function on_entity_died(event)
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local wave_defense_table = WD.get_table()
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local entity = event.entity
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if not entity.valid then return end
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if entity.type == "unit" then
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if not threat_values[entity.name] then return end
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wave_defense_table.threat = math.round(wave_defense_table.threat - threat_values[entity.name] * global.biter_health_boost, 2)
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remove_unit(entity)
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--acid_nova(entity)
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else
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if entity.force.index == 2 then
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if entity.health then
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if threat_values[entity.name] then
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wave_defense_table.threat = math.round(wave_defense_table.threat - threat_values[entity.name] * global.biter_health_boost, 2)
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end
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spawn_unit_spawner_inhabitants(wave_defense_table, entity)
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end
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end
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end
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if entity.force.index == 3 then
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if event.cause then
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if event.cause.valid then
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if event.cause.force.index == 2 then
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shred_simple_entities(entity)
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end
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end
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end
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end
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end
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local event = require 'utils.event'
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event.add(defines.events.on_entity_died, on_entity_died)
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return Public |