mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-08 00:39:30 +02:00
109 lines
4.0 KiB
Lua
109 lines
4.0 KiB
Lua
local math_random = math.random
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local nom_msg = {"munch", "munch", "yum"}
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local Public = {}
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local function feed_floaty_text(unit)
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unit.surface.create_entity({name = "flying-text", position = unit.position, text = nom_msg[math_random(1, #nom_msg)], color = {math_random(50, 100), 0, 255}})
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end
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local function floaty_hearts(entity, c)
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local position = {x = entity.position.x - 0.75, y = entity.position.y - 1}
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local b = 1.35
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for a = 1, c, 1 do
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local p = {(position.x + 0.4) + (b * -1 + math_random(0, b * 20) * 0.1), position.y + (b * -1 + math_random(0, b * 20) * 0.1)}
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entity.surface.create_entity({name = "flying-text", position = p, text = "♥", color = {math_random(150, 255), 0, 255}})
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end
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end
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local function tame_unit_effects(player, entity)
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floaty_hearts(entity, 7)
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rendering.draw_text{
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text = "~" .. player.name .. "'s pet~",
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surface = player.surface,
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target = entity,
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target_offset = {0, -2.6},
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color = {
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r = player.color.r * 0.6 + 0.25,
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g = player.color.g * 0.6 + 0.25,
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b = player.color.b * 0.6 + 0.25,
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a = 1
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},
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scale = 1.05,
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font = "default-large-semibold",
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alignment = "center",
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scale_with_zoom = false
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}
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end
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local function find_unit(player, entity)
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local units = player.surface.find_entities_filtered({type = "unit", area = {{entity.position.x - 1, entity.position.y - 1},{entity.position.x + 1, entity.position.y + 1}}, limit = 1})
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return units[1]
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end
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local function feed_pet(unit)
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if unit.prototype.max_health == unit.health then return end
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unit.health = unit.health + 8 + math.floor(unit.prototype.max_health * 0.05)
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feed_floaty_text(unit)
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floaty_hearts(unit, math_random(1,2))
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return true
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end
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function Public.biter_pets_tame_unit(player, unit, forced)
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if global.biter_pets[player.index] then return false end
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if not forced then
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if math_random(1, math.floor(unit.prototype.max_health * 0.01) + 1) ~= 1 then
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feed_floaty_text(unit)
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return true
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end
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end
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if unit.force.index == player.force.index then return false end
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unit.ai_settings.allow_destroy_when_commands_fail = false
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unit.ai_settings.allow_try_return_to_spawner = false
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unit.force = player.force
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unit.set_command({type = defines.command.wander, distraction = defines.distraction.by_enemy})
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global.biter_pets[player.index] = {last_command = 0, entity = unit}
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tame_unit_effects(player, unit)
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return true
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end
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local function command_unit(entity, player)
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if (player.position.x - entity.position.x) ^ 2 + (player.position.y - entity.position.y) ^ 2 < 256 then
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entity.set_command({type = defines.command.wander, distraction = defines.distraction.by_enemy})
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else
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entity.set_command({type = defines.command.go_to_location, destination_entity = player.character, radius = 4, distraction = defines.distraction.by_damage})
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end
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end
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local function on_player_changed_position(event)
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if math_random(1, 100) ~= 1 then return end
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local player = game.players[event.player_index]
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if not global.biter_pets[player.index] then return end
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if not global.biter_pets[player.index].entity then global.biter_pets[player.index] = nil return end
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if not global.biter_pets[player.index].entity.valid then global.biter_pets[player.index] = nil return end
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if not player.character then return end
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if global.biter_pets[player.index].last_command + 600 > game.tick then return end
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global.biter_pets[player.index].last_command = game.tick
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command_unit(global.biter_pets[player.index].entity, player)
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end
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local function on_player_dropped_item(event)
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local player = game.players[event.player_index]
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if event.entity.stack.name ~= "raw-fish" then return end
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local unit = find_unit(player, event.entity)
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if not unit then return end
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if Public.biter_pets_tame_unit(player, unit, false) then event.entity.destroy() return end
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if unit.force.index == player.force.index then feed_pet(unit) end
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end
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local function on_init(event)
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global.biter_pets = {}
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end
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local event = require 'utils.event'
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event.on_init(on_init)
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event.add(defines.events.on_player_dropped_item, on_player_dropped_item)
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event.add(defines.events.on_player_changed_position, on_player_changed_position)
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return Public |