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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-20 03:29:47 +02:00
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

637 lines
27 KiB
Lua

--luacheck: ignore
require 'modules.biter_reanimator'
require 'maps.native_war.share_chat'
require 'maps.native_war.mineable_wreckage_yields_scrap'
require 'maps.native_war.gui'
local Global = require 'utils.global'
local Gui = require 'utils.gui'
local Map_score = require 'modules.map_score'
local Team = require 'maps.native_war.team'
local Terrain = require 'maps.native_war.terrain'
local Init = require 'maps.native_war.init'
local Settings = require 'maps.native_war.settings'
local Reset = require 'utils.functions.soft_reset'
local Map = require 'maps.native_war.map_info'
local Team_manager = require 'maps.native_war.team_manager'
local math_random = math.random
local Public = {}
local worm_turret_spawn_radius = 18
local worm_turret_vectors = {}
worm_turret_vectors.west = {}
for x = 0, worm_turret_spawn_radius, 1 do
for y = worm_turret_spawn_radius * -1, worm_turret_spawn_radius, 1 do
local d = math.sqrt(x ^ 2 + y ^ 2)
if d <= worm_turret_spawn_radius and d > 3 then
table.insert(worm_turret_vectors.west, { x, y })
end
end
end
worm_turret_vectors.east = {}
for x = worm_turret_spawn_radius * -1, 0, 1 do
for y = worm_turret_spawn_radius * -1, worm_turret_spawn_radius, 1 do
local d = math.sqrt(x ^ 2 + y ^ 2)
if d <= worm_turret_spawn_radius and d > 3 then
table.insert(worm_turret_vectors.east, { x, y })
end
end
end
function create_beams(surface, energy, force)
if force == 'west' then
local beams = surface.find_entities_filtered { area = { { -140, -100 }, { -30, 100 } }, name = 'electric-beam' }
for _, e in pairs(beams) do
e.destroy()
end
local beams = surface.find_entities_filtered { area = { { -30, 20 }, { 30, 100 } }, name = 'electric-beam' }
for _, e in pairs(beams) do
e.destroy()
end
storage.map_forces[force].spawn = { x = -137, y = 0 }
if energy >= 6 and energy < 12 then
surface.create_entity({ name = 'electric-beam', position = { -120, -35 }, source = { -120, -35 }, target = { -137, -35 } })
surface.create_entity({ name = 'electric-beam', position = { -120, -35 }, source = { -120, -35 }, target = { -102, -35 } })
storage.map_forces[force].spawn = { x = -120, y = -32 }
end
if energy >= 12 and energy < 18 then
surface.create_entity({ name = 'electric-beam', position = { -120, -98 }, source = { -120, -98 }, target = { -137, -98 } })
surface.create_entity({ name = 'electric-beam', position = { -120, -98 }, source = { -120, -98 }, target = { -102, -98 } })
storage.map_forces[force].spawn = { x = -120, y = -96 }
end
if energy >= 18 and energy < 24 then
surface.create_entity({ name = 'electric-beam', position = { -60, -98 }, source = { -60, -98 }, target = { -77, -98 } })
surface.create_entity({ name = 'electric-beam', position = { -60, -98 }, source = { -60, -98 }, target = { -42, -98 } })
storage.map_forces[force].spawn = { x = -60, y = -100 }
end
if energy >= 24 and energy < 30 then
surface.create_entity({ name = 'electric-beam', position = { -60, -35 }, source = { -60, -35 }, target = { -77, -35 } })
surface.create_entity({ name = 'electric-beam', position = { -60, -35 }, source = { -60, -35 }, target = { -42, -35 } })
storage.map_forces[force].spawn = { x = -60, y = -37 }
end
if energy >= 30 and energy < 36 then
surface.create_entity({ name = 'electric-beam', position = { -60, 30 }, source = { -60, 30 }, target = { -77, 30 } })
surface.create_entity({ name = 'electric-beam', position = { -60, 30 }, source = { -60, 30 }, target = { -42, 30 } })
storage.map_forces[force].spawn = { x = -60, y = 28 }
end
if energy >= 36 and energy < 42 then
surface.create_entity({ name = 'electric-beam', position = { -60, 93 }, source = { -60, 93 }, target = { -77, 93 } })
surface.create_entity({ name = 'electric-beam', position = { -60, 93 }, source = { -60, 93 }, target = { -42, 93 } })
storage.map_forces[force].spawn = { x = -60, y = 91 }
end
if energy >= 42 and energy < 48 then
surface.create_entity({ name = 'electric-beam', position = { 0, 93 }, source = { 0, 93 }, target = { -17, 93 } })
surface.create_entity({ name = 'electric-beam', position = { 0, 93 }, source = { 0, 93 }, target = { 18, 93 } })
storage.map_forces[force].spawn = { x = 0, y = 95 }
end
if energy >= 48 then
surface.create_entity({ name = 'electric-beam', position = { 0, -35 }, source = { 0, 30 }, target = { -17, 30 } })
surface.create_entity({ name = 'electric-beam', position = { 0, -35 }, source = { 0, 30 }, target = { 18, 30 } })
storage.map_forces[force].spawn = { x = 0, y = -33 }
end
elseif force == 'east' then
local beams2 = surface.find_entities_filtered { area = { { 30, -100 }, { 140, 100 } }, name = 'electric-beam' }
for _, e in pairs(beams2) do
e.destroy()
end
local beams2 = surface.find_entities_filtered { area = { { -30, -100 }, { 30, -20 } }, name = 'electric-beam' }
for _, e in pairs(beams2) do
e.destroy()
end
storage.map_forces[force].spawn = { x = 137, y = 0 }
if energy >= 6 and energy < 12 then
surface.create_entity({ name = 'electric-beam', position = { 120, -35 }, source = { 120, 30 }, target = { 103, 30 } })
surface.create_entity({ name = 'electric-beam', position = { 120, -35 }, source = { 120, 30 }, target = { 138, 30 } })
storage.map_forces[force].spawn = { x = 120, y = 32 }
end
if energy >= 12 and energy < 18 then
surface.create_entity({ name = 'electric-beam', position = { 120, 93 }, source = { 120, 93 }, target = { 103, 93 } })
surface.create_entity({ name = 'electric-beam', position = { 120, 93 }, source = { 120, 93 }, target = { 138, 93 } })
storage.map_forces[force].spawn = { x = 120, y = 96 }
end
if energy >= 18 and energy < 24 then
surface.create_entity({ name = 'electric-beam', position = { 60, 93 }, source = { 60, 93 }, target = { 43, 93 } })
surface.create_entity({ name = 'electric-beam', position = { 60, 93 }, source = { 60, 93 }, target = { 78, 93 } })
storage.map_forces[force].spawn = { x = 60, y = 100 }
end
if energy >= 24 and energy < 30 then
surface.create_entity({ name = 'electric-beam', position = { 60, 30 }, source = { 60, 30 }, target = { 43, 30 } })
surface.create_entity({ name = 'electric-beam', position = { 60, 30 }, source = { 60, 30 }, target = { 78, 30 } })
storage.map_forces[force].spawn = { x = 60, y = 37 }
end
if energy >= 30 and energy < 36 then
surface.create_entity({ name = 'electric-beam', position = { 60, -35 }, source = { 60, -35 }, target = { 43, -35 } })
surface.create_entity({ name = 'electric-beam', position = { 60, -35 }, source = { 60, -35 }, target = { 78, -35 } })
storage.map_forces[force].spawn = { x = 60, y = -28 }
end
if energy >= 36 and energy < 42 then
surface.create_entity({ name = 'electric-beam', position = { 60, -98 }, source = { 60, -98 }, target = { 43, -98 } })
surface.create_entity({ name = 'electric-beam', position = { 60, -98 }, source = { 60, -98 }, target = { 78, -98 } })
storage.map_forces[force].spawn = { x = 60, y = -91 }
end
if energy >= 42 and energy < 48 then
surface.create_entity({ name = 'electric-beam', position = { 0, -98 }, source = { 0, -98 }, target = { -17, -98 } })
surface.create_entity({ name = 'electric-beam', position = { 0, -98 }, source = { 0, -98 }, target = { 18, -98 } })
storage.map_forces[force].spawn = { x = 0, y = -95 }
end
if energy >= 48 then
surface.create_entity({ name = 'electric-beam', position = { 0, -35 }, source = { 0, -35 }, target = { -17, -35 } })
surface.create_entity({ name = 'electric-beam', position = { 0, -35 }, source = { 0, -35 }, target = { 18, -35 } })
storage.map_forces[force].spawn = { x = 0, y = 33 }
end
else
end
end
local function initial_worm_turret(surface)
for _, force_name in pairs({ 'west', 'east' }) do
for k, pos in pairs(storage.map_forces[force_name].worm_turrets_positions) do
surface.create_entity({ name = 'small-worm-turret', position = pos, force = force_name })
end
end
end
local function get_belts(market)
local belts =
market.surface.find_entities_filtered(
{
type = 'transport-belt',
area = { { market.position.x - 2, market.position.y - 1 }, { market.position.x + 2, market.position.y + 1 } },
force = market.force
}
)
return belts
end
local function eat_food_from_belt(belt)
for i = 1, 2, 1 do
local line = belt.get_transport_line(i)
for _, science_name in pairs(Settings.science_pack_name) do
--if storage.map_forces[belt.force.name].unit_count > storage.map_forces[belt.force.name].max_unit_count then return end
local removed_item_count = line.remove_item({ name = science_name, count = 8 })
storage.map_forces[belt.force.name].ate_buffer_potion[science_name] = storage.map_forces[belt.force.name].ate_buffer_potion[science_name] + removed_item_count
end
end
end
local function spawn_wave_from_belt(force_name)
for _, science_name in pairs(Settings.science_pack_name) do
local nb_science = storage.map_forces[force_name].ate_buffer_potion[science_name]
if nb_science >= Settings.wave_price[science_name].price then
Team.on_buy_wave('native_war', force_name, Settings.science_pack[science_name].short)
storage.map_forces[force_name].ate_buffer_potion[science_name] = storage.map_forces[force_name].ate_buffer_potion[science_name] - Settings.wave_price[science_name].price
--if storage.map_forces[belt.force.name].ate_buffer_potion[science_name] < 0 then storage.map_forces[belt.force.name].ate_buffer_potion[science_name] =0 end
end
end
end
local function nom()
local surface = game.surfaces['native_war']
for key, force in pairs(storage.map_forces) do
if not force.hatchery then
return
end
force.hatchery.health = force.hatchery.health + 5
local belts = get_belts(force.hatchery)
for _, belt in pairs(belts) do
eat_food_from_belt(belt)
end
spawn_wave_from_belt(key)
end
end
local function get_units(force_name)
local units = {}
local count = 1
for _, unit in pairs(storage.map_forces[force_name].units) do
if not unit.unit_group then
--if math_random(1, 3) ~= 1 then
units[count] = unit
count = count + 1
-- end
end
end
return units
end
local function send_unit_groups()
local surface = game.surfaces['native_war']
for key, force in pairs(storage.map_forces) do
local units = get_units(key)
if #units > 0 then
--alert_bubble(key, units[1])
local vectors = worm_turret_vectors[key]
local vector = vectors[math_random(1, #vectors)]
local position = { x = storage.map_forces[key].spawn.x + 10 + vector[1], y = storage.map_forces[key].spawn.y + vector[2] }
local unit_group = surface.create_unit_group({ position = position, force = key })
for _, unit in pairs(units) do
unit_group.add_member(unit)
end
if not force.target then
return
end
if not force.target.valid then
return
end
--unit.ai_settings.allow_destroy_when_commands_fail = false
--unit.ai_settings.allow_try_return_to_spawner = false
unit_group.set_command(
{
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = {
{
type = defines.command.attack_area,
destination = { x = force.target.position.x, y = force.target.position.y },
radius = 6,
distraction = defines.distraction.by_anything
},
{
type = defines.command.attack,
target = force.target,
distraction = defines.distraction.by_enemy
}
}
}
)
unit_group.start_moving()
end
end
end
local function randomize_worms()
for k, pos in pairs(storage.map_forces['west'].worm_turrets_positions) do
local vx = math.random(0, 8) - 4
local vy = math.random(0, 8) - 4
storage.map_forces['west'].worm_turrets_positions[k].x = pos.x + vx
storage.map_forces['west'].worm_turrets_positions[k].y = pos.y + vy
storage.map_forces['east'].worm_turrets_positions[k].x = storage.map_forces['east'].worm_turrets_positions[k].x - vx
storage.map_forces['east'].worm_turrets_positions[k].y = storage.map_forces['east'].worm_turrets_positions[k].y - vy
end
end
local function on_player_changed_position(event)
local player = game.players[event.player_index]
if player.position.y > -175 and player.position.y < -173 and player.position.x <= 15 and player.position.x >= -15 then
player.teleport({ player.position.x, 175 }, game.surfaces['native_war'])
end
if player.position.y < 175 and player.position.y > 173 and player.position.x <= 15 and player.position.x >= -15 then
player.teleport({ player.position.x, -175 }, game.surfaces['native_war'])
end
if math.abs(player.position.x) > 256 then
if player.gui.screen['market_frame'] then
player.gui.screen['market_frame'].destroy()
end
end
end
local function on_entity_died(event)
local entity = event.entity
if not entity.valid then
return
end
if storage.game_reset_tick then
return
end
if entity.type == 'unit' then
local team = storage.map_forces[entity.force.name]
team.unit_count = team.unit_count - 1
team.units[entity.unit_number] = nil
return
end
if entity.name == 'radar' then
storage.map_forces[entity.force.name].radar[entity.unit_number] = nil
end
if entity.type ~= 'market' then
return
end
if entity.force.name == 'east' then
game.print('East lost their Market.', { 100, 100, 100 })
game.forces.east.play_sound { path = 'utility/game_lost', volume_modifier = 0.85 }
game.print('>>>> WEST TEAM HAS WON THE GAME!!! <<<<', { 250, 120, 0 })
game.forces.west.play_sound { path = 'utility/game_won', volume_modifier = 0.85 }
for _, player in pairs(game.forces.west.connected_players) do
if storage.map_forces.east.player_count > 0 then
Map_score.set_score(player, Map_score.get_score(player) + 1)
end
end
else
game.print('West lost their Market.', { 100, 100, 100 })
game.forces.west.play_sound { path = 'utility/game_lost', volume_modifier = 0.85 }
game.print('>>>> EAST TEAM HAS WON THE GAME!!! <<<<', { 250, 120, 0 })
game.forces.east.play_sound { path = 'utility/game_won', volume_modifier = 0.85 }
for _, player in pairs(game.forces.east.connected_players) do
if storage.map_forces.west.player_count > 0 then
Map_score.set_score(player, Map_score.get_score(player) + 1)
end
end
end
game.print('Next round starting in 60 seconds..', { 150, 150, 150 })
game.forces.spectator.play_sound { path = 'utility/game_won', volume_modifier = 0.85 }
storage.game_reset_tick = game.tick + 3600
game.delete_surface('mirror_terrain')
for _, player in pairs(game.connected_players) do
for _, child in pairs(player.gui.left.children) do
child.destroy()
end
Gui.call_existing_tab(player, 'Map Scores')
end
end
local function on_built_entity(event)
local player = game.players[event.player_index]
if event.created_entity.name == 'radar' then
local unit_number = event.created_entity.unit_number
local entity = event.created_entity
storage.map_forces[player.force.name].radar[unit_number] = entity
end
end
-- on robot build radar is elsewhere EVL
local function on_player_mined_entity(event)
local player = game.players[event.player_index]
if event.entity.name == 'radar' then
storage.map_forces[player.force.name].radar[event.entity.unit_number] = nil
end
end
local function on_robot_mined_entity(event)
if event.entity.name == 'radar' then
storage.map_forces[event.robot.force.name].radar[event.entity.unit_number] = nil
end
end
local function on_player_joined_game(event)
local surface = game.surfaces['native_war']
local player = game.players[event.player_index]
if player.online_time == 0 then
player.spectator = true
player.force = game.forces.spectator
if surface.is_chunk_generated({ 0, -190 }) then
player.teleport(surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 32, 0.5), surface)
else
player.teleport({ 0, -190 }, surface)
end
player.character.destructible = false
game.permissions.get_group('spectator').add_player(player)
end
Map.player_joined_game(player)
Team_manager.draw_top_toggle_button(player)
end
local function on_gui_click(event)
local player = game.players[event.player_index]
local element = event.element
if not element then
return
end
if not element.valid then
return
end
if Map.gui_click(player, element) then
return
end
Team_manager.gui_click(event)
end
local function reveal_map(surface, force_name)
local actif_radar_count = 0
local radar_range_x = 16
if force_name == 'east' then
-- find_entities_filtered{name="radar", force="east"}
for k, ent in pairs(storage.map_forces['east'].radar) do
if ent.energy >= 5000 then
actif_radar_count = actif_radar_count + 1
end
end
if actif_radar_count == 0 then
return
end
local x_east = -224 + actif_radar_count * radar_range_x * -1
game.forces.east.chart(surface, { { x_east, (x_east) * 0.5 }, { -224, (-x_east) * 0.5 } })
end
if force_name == 'west' then
for k, ent in pairs(storage.map_forces['west'].radar) do
if ent.energy >= 5000 then
actif_radar_count = actif_radar_count + 1
end
end
if actif_radar_count == 0 then
return
end
local x_west = 224 + actif_radar_count * radar_range_x
game.forces.west.chart(surface, { { 224, (-x_west) * 0.5 }, { x_west, (x_west) * 0.5 } })
end
end
local function reset_operable_market(surface)
local market = surface.find_entities_filtered { position = { -197, 0 }, radius = 5, type = 'market' }
market[1].operable = true
local market = surface.find_entities_filtered { position = { 197, 0 }, radius = 5, type = 'market' }
market[1].operable = true
end
local function tick()
local game_tick = game.tick
if game_tick == 120 then
randomize_worms()
initial_worm_turret(game.surfaces['native_war'])
end
if game_tick % 240 == 0 then --400 ou 200
local surface = game.surfaces['native_war']
reset_operable_market(surface)
local area = { { -224, -150 }, { 224, 150 } }
game.forces.west.chart(surface, area)
game.forces.east.chart(surface, area)
Team_manager.refresh()
end
if game_tick % 480 == 0 then -- was 600
local surface = game.surfaces['native_war']
reveal_map(surface, 'east')
end
if (game_tick + 240) % 480 == 0 then -- was +300 % 600
local surface = game.surfaces['native_war']
reveal_map(surface, 'west')
end
if game_tick % 900 == 0 then
local surface = game.surfaces['native_war']
for _, force_name in pairs({ 'west', 'east' }) do
local structs = game.surfaces['native_war'].find_entities_filtered { position = storage.map_forces[force_name].eei, radius = 5, type = 'electric-energy-interface' }
local energy = structs[1].energy / 100000
if energy < storage.map_forces[force_name].energy then
local new_global_energy = storage.map_forces[force_name].energy - 6
if new_global_energy <= 0 then
new_global_energy = 0
end
game.print(force_name .. ' recule son beam')
create_beams(surface, new_global_energy, force_name)
storage.map_forces[force_name].energy = new_global_energy
end
end
end
if game_tick % 1800 == 0 then
local surface = game.surfaces['native_war']
for _, force_name in pairs({ 'west', 'east' }) do
local structs = game.surfaces['native_war'].find_entities_filtered { position = storage.map_forces[force_name].eei, radius = 5, type = 'electric-energy-interface' }
local energy = structs[1].energy / 100000
if energy >= storage.map_forces[force_name].energy + 6 then
local new_global_energy = storage.map_forces[force_name].energy + 6
if new_global_energy >= 48 then
new_global_energy = 48
end
game.print(force_name .. ' avance son beam')
create_beams(surface, new_global_energy, force_name)
storage.map_forces[force_name].energy = new_global_energy
end
end
end
end
--Construction Robot Restriction
local robot_build_restriction = {
['east'] = function (x, y)
if x < 170 then
return true
end
if (x - 160) * (x - 160) + y * y <= 40 * 40 then
return true
end
end,
['west'] = function (x, y)
if x > -170 then
return true
end
if (x + 160) * (x + 160) + y * y <= 40 * 40 then
return true
end
end
}
local function on_robot_built_entity(event)
if not robot_build_restriction[event.robot.force.name] then
return
end
if not robot_build_restriction[event.robot.force.name](event.created_entity.position.x, event.created_entity.position.y) then
if event.created_entity.name == 'radar' then
local unit_number = event.created_entity.unit_number
local entity = event.created_entity
storage.map_forces[event.robot.force.name].radar[unit_number] = entity
end
return
end
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({ name = event.created_entity.name, count = 1 })
event.robot.surface.create_entity({ name = 'explosion', position = event.created_entity.position })
game.print('Team ' .. event.robot.force.name .. "'s construction drone had an accident.", { r = 200, g = 50, b = 100 })
event.created_entity.destroy()
end
local function on_entity_damaged(event)
local entity = event.entity
local cause = event.cause
if not entity.valid then
return
end
if entity.type == 'unit' or entity.type == 'turret' then
if cause.type == 'unit' then
if cause.name == 'small-biter' or cause.name == 'medium-biter' or cause.name == 'big-biter' or cause.name == 'behemoth-biter' then
local modified_damage = event.original_damage_amount * storage.map_forces[cause.force.name].modifier.damage * storage.map_forces[entity.force.name].modifier.resistance
entity.health = entity.health - modified_damage
elseif cause.name == 'small-spitter' or cause.name == 'medium-spitter' or cause.name == 'big-spitter' or cause.name == 'behemoth-spitter' then
local modified_damage = event.original_damage_amount * storage.map_forces[cause.force.name].modifier.splash * storage.map_forces[entity.force.name].modifier.resistance
entity.health = entity.health - modified_damage
end
end
end
if entity.type ~= 'market' then
return
end
if cause then
if cause.valid then
if cause.type == 'unit' then
if math_random(1, 5) == 1 then
return
end
end
end
end
entity.health = entity.health + event.final_damage_amount
end
local function show_color_force()
local force_name1 = 'east'
local force_name2 = 'west'
for _, unit in pairs(storage.map_forces[force_name1].units) do
rendering.draw_circle {
color = { 255, 1, 1 },
radius = 0.1,
filled = true,
target = unit,
target_offset = { -0.1, -0.1 },
surface = unit.surface,
time_to_live = 60,
only_in_alt_mode = true
}
end
for _, unit in pairs(storage.map_forces[force_name2].units) do
rendering.draw_circle {
color = { 1, 1, 255 },
radius = 0.1,
filled = true,
target = unit,
target_offset = { -0.1, -0.1 },
surface = unit.surface,
time_to_live = 60,
only_in_alt_mode = true
}
end
end
local function on_init()
game.difficulty_settings.technology_price_multiplier = 1
game.map_settings.enemy_evolution.destroy_factor = 0
game.map_settings.enemy_evolution.pollution_factor = 0
game.map_settings.enemy_evolution.time_factor = 0
game.map_settings.enemy_expansion.enabled = false
game.map_settings.pollution.enabled = false
storage.map_forces = {
['west'] = {},
['east'] = {}
}
Init.settings()
Init.surface()
Init.forces()
kill_entities_combat_zone(surface)
end
local event = require 'utils.event'
event.on_init(on_init)
event.on_nth_tick(60, tick)
event.on_nth_tick(60, show_color_force)
event.on_nth_tick(30, nom)
event.on_nth_tick(300, send_unit_groups)
event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_built_entity, on_built_entity)
event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
event.add(defines.events.on_robot_mined_entity, on_robot_mined_entity)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
event.add(defines.events.on_player_changed_position, on_player_changed_position)
event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_gui_click, on_gui_click)