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RedMew/map_gen/shared/hail_hydra.lua

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-- Cut off a limb, and two more shall take its place!
local Event = require 'utils.event'
local CreateParticles = require 'features.create_particles'
local random = math.random
local floor = math.floor
local ceil = math.ceil
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local pairs = pairs
local compound = defines.command.compound
local logical_or = defines.compound_command.logical_or
local attack = defines.command.attack
local attack_area = defines.command.attack_area
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local config = global.config.hail_hydra
local evolution_scale = config.evolution_scale
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local hydras = config.hydras
local function create_attack_command(position, target)
local command = {type = attack_area, destination = position, radius = 10}
if target then
command = {type = compound, structure_type = logical_or, commands = {
{type = attack, target = target},
command,
}}
end
return command
end
Event.add(defines.events.on_entity_died, function (event)
local entity = event.entity
local name = entity.name
local hydra = hydras[name]
if not hydra then
return
end
local position = entity.position
local force = entity.force
local evolution_factor = force.evolution_factor * evolution_scale
local cause = event.cause
local surface = entity.surface
local create_entity = surface.create_entity
local find_non_colliding_position = surface.find_non_colliding_position
local command = create_attack_command(position, cause)
for hydra_spawn, amount in pairs(hydra) do
amount = amount + evolution_factor
local extra_chance = amount % 1
if extra_chance > 0 then
if random() <= extra_chance then
amount = ceil(amount)
else
amount = floor(amount)
end
end
local particle_count
if amount > 4 then
particle_count = 60
else
particle_count = amount * 15
end
CreateParticles.blood_explosion(create_entity, particle_count, position)
for _ = amount, 1, -1 do
position = find_non_colliding_position(hydra_spawn, position, 2, 0.4) or position
local spawned = create_entity({name = hydra_spawn, force = force, position = position})
if spawned and spawned.type == 'unit' then
spawned.set_command(command)
elseif spawned and cause and cause.valid and cause.force then
spawned.shooting_target = cause
end
end
end
end)