mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-08 00:39:30 +02:00
379 lines
13 KiB
Lua
379 lines
13 KiB
Lua
--luacheck:ignore
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local string_sub = string.sub
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local math_random = math.random
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local math_round = math.round
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local math_abs = math.abs
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local table_insert = table.insert
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local table_remove = table.remove
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local string_find = string.find
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local balance_functions = {
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['flamethrower'] = function(force_name)
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global.combat_balance[force_name].flamethrower_damage = -0.65
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game.forces[force_name].set_turret_attack_modifier('flamethrower-turret', global.combat_balance[force_name].flamethrower_damage)
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game.forces[force_name].set_ammo_damage_modifier('flamethrower', global.combat_balance[force_name].flamethrower_damage)
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end,
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['refined-flammables'] = function(force_name)
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global.combat_balance[force_name].flamethrower_damage = global.combat_balance[force_name].flamethrower_damage + 0.05
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game.forces[force_name].set_turret_attack_modifier('flamethrower-turret', global.combat_balance[force_name].flamethrower_damage)
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game.forces[force_name].set_ammo_damage_modifier('flamethrower', global.combat_balance[force_name].flamethrower_damage)
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end,
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['land-mine'] = function(force_name)
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if not global.combat_balance[force_name].land_mine then
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global.combat_balance[force_name].land_mine = -0.80
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end
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game.forces[force_name].set_ammo_damage_modifier('landmine', global.combat_balance[force_name].land_mine)
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end,
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['stronger-explosives'] = function(force_name)
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if not global.combat_balance[force_name].land_mine then
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global.combat_balance[force_name].land_mine = -0.80
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end
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global.combat_balance[force_name].land_mine = global.combat_balance[force_name].land_mine + 0.05
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game.forces[force_name].set_ammo_damage_modifier('landmine', global.combat_balance[force_name].land_mine)
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end,
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['military'] = function(force_name)
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global.combat_balance[force_name].shotgun = 1
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game.forces[force_name].set_ammo_damage_modifier('shotgun-shell', global.combat_balance[force_name].shotgun)
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end,
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['physical-projectile-damage'] = function(force_name)
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global.combat_balance[force_name].shotgun = global.combat_balance[force_name].shotgun + 0.4
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game.forces[force_name].set_ammo_damage_modifier('shotgun-shell', global.combat_balance[force_name].shotgun)
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end
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}
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local no_turret_blacklist = {
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['ammo-turret'] = true,
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['artillery-turret'] = true,
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['electric-turret'] = true,
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['fluid-turret'] = true
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}
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local landfill_biters_vectors = {{0, 0}, {1, 0}, {0, 1}, {-1, 0}, {0, -1}}
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local landfill_biters = {
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['big-biter'] = true,
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['big-spitter'] = true,
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['behemoth-biter'] = true,
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['behemoth-spitter'] = true
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}
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local target_entity_types = {
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['assembling-machine'] = true,
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['boiler'] = true,
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['furnace'] = true,
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['generator'] = true,
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['lab'] = true,
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['mining-drill'] = true,
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['radar'] = true,
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['reactor'] = true,
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['roboport'] = true,
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['rocket-silo'] = true,
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['ammo-turret'] = true,
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['artillery-turret'] = true,
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['beacon'] = true,
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['electric-turret'] = true,
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['fluid-turret'] = true
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}
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local spawn_positions = {}
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local spawn_r = 7
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local spawn_r_square = spawn_r ^ 2
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for x = spawn_r * -1, spawn_r, 0.5 do
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for y = spawn_r * -1, spawn_r, 0.5 do
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if x ^ 2 + y ^ 2 < spawn_r_square then
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table.insert(spawn_positions, {x, y})
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end
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end
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end
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local size_of_spawn_positions = #spawn_positions
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local Public = {}
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function Public.add_target_entity(entity)
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if not entity then
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return
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end
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if not entity.valid then
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return
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end
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if not target_entity_types[entity.type] then
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return
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end
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table_insert(global.target_entities[entity.force.index], entity)
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end
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function Public.get_random_target_entity(force_index)
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local target_entities = global.target_entities[force_index]
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local size_of_target_entities = #target_entities
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if size_of_target_entities == 0 then
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return
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end
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for _ = 1, size_of_target_entities, 1 do
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local i = math_random(1, size_of_target_entities)
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local entity = target_entities[i]
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if entity and entity.valid then
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return entity
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else
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table_remove(target_entities, i)
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size_of_target_entities = size_of_target_entities - 1
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if size_of_target_entities == 0 then
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return
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end
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end
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end
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end
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function Public.get_health_modifier(force)
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if global.bb_evolution[force.name] < 1 then
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return 1
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end
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return math_round((global.bb_evolution[force.name] - 1) * 3, 3) + 1
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end
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function Public.biters_landfill(entity)
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if not landfill_biters[entity.name] then
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return
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end
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local position = entity.position
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if math_abs(position.y) < 8 then
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return true
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end
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local surface = entity.surface
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for _, vector in pairs(landfill_biters_vectors) do
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local tile = surface.get_tile({position.x + vector[1], position.y + vector[2]})
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if tile.collides_with('resource-layer') then
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surface.set_tiles({{name = 'landfill', position = tile.position}})
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local particle_pos = {tile.position.x + 0.5, tile.position.y + 0.5}
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for i = 1, 50, 1 do
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surface.create_particle(
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{
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name = 'stone-particle',
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position = particle_pos,
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frame_speed = 0.1,
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vertical_speed = 0.12,
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height = 0.01,
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movement = {-0.05 + math_random(0, 100) * 0.001, -0.05 + math_random(0, 100) * 0.001}
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}
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)
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end
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end
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end
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return true
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end
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function Public.combat_balance(event)
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local research_name = event.research.name
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local force_name = event.research.force.name
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local key
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for b = 1, string.len(research_name), 1 do
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key = string_sub(research_name, 0, b)
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if balance_functions[key] then
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if not global.combat_balance[force_name] then
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global.combat_balance[force_name] = {}
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end
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balance_functions[key](force_name)
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return
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end
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end
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end
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function Public.init_player(player)
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if not player.connected then
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if player.force.index ~= 1 then
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player.force = game.forces.player
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end
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return
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end
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if player.character and player.character.valid then
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player.character.destroy()
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player.set_controller({type = defines.controllers.god})
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player.create_character()
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end
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player.clear_items_inside()
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player.spectator = true
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player.force = game.forces.spectator
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local surface = game.surfaces.biter_battles
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local p = spawn_positions[math_random(1, size_of_spawn_positions)]
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if surface.is_chunk_generated({0, 0}) then
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player.teleport(surface.find_non_colliding_position('character', p, 4, 0.5), surface)
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else
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player.teleport(p, surface)
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end
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if player.character and player.character.valid then
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player.character.destructible = false
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end
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game.permissions.get_group('spectator').add_player(player)
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end
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function Public.no_turret_creep(event)
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local entity = event.created_entity
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if not entity.valid then
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return
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end
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if not no_turret_blacklist[event.created_entity.type] then
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return
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end
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local surface = event.created_entity.surface
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local spawners =
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surface.find_entities_filtered({type = 'unit-spawner', area = {{entity.position.x - 70, entity.position.y - 70}, {entity.position.x + 70, entity.position.y + 70}}})
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if #spawners == 0 then
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return
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end
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local allowed_to_build = true
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for _, e in pairs(spawners) do
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if (e.position.x - entity.position.x) ^ 2 + (e.position.y - entity.position.y) ^ 2 < 4096 then
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allowed_to_build = false
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break
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end
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end
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if allowed_to_build then
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return
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end
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if event.player_index then
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game.players[event.player_index].insert({name = entity.name, count = 1})
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else
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local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
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inventory.insert({name = entity.name, count = 1})
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end
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surface.create_entity(
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{
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name = 'flying-text',
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position = entity.position,
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text = 'Turret too close to spawner!',
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color = {r = 0.98, g = 0.66, b = 0.22}
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}
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)
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entity.destroy()
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end
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--Share chat with spectator force
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function Public.share_chat(event)
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if not event.message then
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return
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end
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if not event.player_index then
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return
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end
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local player = game.players[event.player_index]
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local tag = player.tag
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if not tag then
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tag = ''
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end
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local color = player.chat_color
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if player.force.name == 'north' then
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game.forces.spectator.print(player.name .. tag .. ' (north): ' .. event.message, color)
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end
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if player.force.name == 'south' then
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game.forces.spectator.print(player.name .. tag .. ' (south): ' .. event.message, color)
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end
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if global.tournament_mode then
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return
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end
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if player.force.name == 'player' then
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game.forces.north.print(player.name .. tag .. ' (spawn): ' .. event.message, color)
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game.forces.south.print(player.name .. tag .. ' (spawn): ' .. event.message, color)
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game.forces.spectator.print(player.name .. tag .. ' (spawn): ' .. event.message, color)
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end
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if player.force.name == 'spectator' then
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--Skip messages that would spoil coordinates from spectators
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local a, b = string_find(event.message, 'gps=', 1, false)
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if a then
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return
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end
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game.forces.north.print(player.name .. tag .. ' (spectator): ' .. event.message, color)
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game.forces.south.print(player.name .. tag .. ' (spectator): ' .. event.message, color)
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end
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end
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function Public.spy_fish(player)
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if not player.character then
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return
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end
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local duration_per_unit = 2700
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local i2 = player.get_inventory(defines.inventory.character_main)
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if not i2 then
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return
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end
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local owned_fishes = i2.get_item_count('raw-fish')
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owned_fishes = owned_fishes + i2.get_item_count('raw-fish')
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if owned_fishes == 0 then
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player.print('You have no fish in your inventory.', {r = 0.98, g = 0.66, b = 0.22})
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else
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local x = i2.remove({name = 'raw-fish', count = 1})
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if x == 0 then
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i2.remove({name = 'raw-fish', count = 1})
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end
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local enemy_team = 'south'
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if player.force.name == 'south' then
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enemy_team = 'north'
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end
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if global.spy_fish_timeout[player.force.name] - game.tick > 0 then
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global.spy_fish_timeout[player.force.name] = global.spy_fish_timeout[player.force.name] + duration_per_unit
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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})
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else
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game.print(player.name .. ' sent a fish to spy on ' .. enemy_team .. ' team!', {r = 0.98, g = 0.66, b = 0.22})
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global.spy_fish_timeout[player.force.name] = game.tick + duration_per_unit
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end
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end
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end
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function Public.create_map_intro_button(player)
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if player.gui.top['map_intro_button'] then
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return
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end
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local b = player.gui.top.add({type = 'sprite-button', caption = '?', name = 'map_intro_button', tooltip = 'Map Info'})
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b.style.font_color = {r = 0.5, g = 0.3, b = 0.99}
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b.style.font = 'heading-1'
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b.style.minimal_height = 38
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b.style.minimal_width = 38
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b.style.top_padding = 1
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b.style.left_padding = 1
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b.style.right_padding = 1
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b.style.bottom_padding = 1
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end
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function Public.show_intro(player)
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if player.gui.center['map_intro_frame'] then
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player.gui.center['map_intro_frame'].destroy()
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end
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local frame = player.gui.center.add {type = 'frame', name = 'map_intro_frame', direction = 'vertical'}
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local frame = frame.add {type = 'frame'}
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local l = frame.add {type = 'label', caption = {'biter_battles.map_info'}, name = 'biter_battles_map_intro'}
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l.style.single_line = false
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l.style.font = 'heading-2'
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l.style.font_color = {r = 0.7, g = 0.6, b = 0.99}
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end
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function Public.map_intro_click(player, element)
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if element.name == 'close_map_intro_frame' then
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player.gui.center['map_intro_frame'].destroy()
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return true
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end
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if element.name == 'biter_battles_map_intro' then
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player.gui.center['map_intro_frame'].destroy()
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return true
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end
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if element.name == 'map_intro_button' then
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if player.gui.center['map_intro_frame'] then
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player.gui.center['map_intro_frame'].destroy()
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return true
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else
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Public.show_intro(player)
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return true
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end
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end
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end
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return Public
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