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RedMew/map_gen/Diggy/Feature/AlienSpawner.lua

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--[[-- info
Provides the ability to spawn aliens.
]]
-- dependencies
require 'utils.table'
local Event = require 'utils.event'
local Global = require 'utils.global'
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local Token = require 'utils.token'
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local Task = require 'utils.Task'
local AlienEvolutionProgress = require 'map_gen.Diggy.AlienEvolutionProgress'
local Debug = require 'map_gen.Diggy.Debug'
local Template = require 'map_gen.Diggy.Template'
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local CreateParticles = require 'features.create_particles'
local random = math.random
local floor = math.floor
local ceil = math.ceil
local size = table.size
local raise_event = script.raise_event
-- this
local AlienSpawner = {}
local alien_size_chart = {}
local locations_to_scan = {
{x = 0, y = -1.5}, -- up
{x = 1.5, y = 0}, -- right
{x = 0, y = 1.5}, -- bottom
{x = -1.5, y = 0}, -- left
}
Global.register_init({
alien_size_chart = alien_size_chart,
}, function(tbl)
for name, prototype in pairs(game.entity_prototypes) do
if prototype.type == 'unit' and prototype.subgroup.name == 'enemies' then
tbl.alien_size_chart[name] = {
name = name,
collision_box = prototype.collision_box
}
end
end
end, function(tbl)
alien_size_chart = tbl.alien_size_chart
end)
local rocks_to_find = Template.diggy_rocks
local function create_attack_command(position, target)
local command = {type = defines.command.attack_area, destination = position, radius = 10}
if target then
command = {
type = defines.command.compound,
structure_type = defines.compound_command.logical_or,
commands = {
{type = defines.command.attack, target = target},
command,
}
}
end
return command
end
---Triggers mining at the collision_box of the alien, to free it
local do_alien_mining = Token.register(function(params)
local surface = params.surface
local create_entity = surface.create_entity
local find_non_colliding_position = surface.find_non_colliding_position
local rocks = surface.find_entities_filtered({area = params.clear_area, name = rocks_to_find})
local rock_count = #rocks
if rock_count > 0 then
-- with multiple rocks opening at once, it will spawn less particles in total per rock
local particle_count
if rock_count == 1 then
particle_count = 15
elseif rock_count == 2 then
particle_count = 10
else
particle_count = 5
end
for rock_index = rock_count, 1, -1 do
local rock = rocks[rock_index]
raise_event(defines.events.on_entity_died, {entity = rock})
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CreateParticles.destroy_rock(create_entity, particle_count, rock.position)
rock.destroy()
end
end
local spawn_location = params.spawn_location
-- amount is not used for aliens prototypes, it just carries along in the params
local amount = spawn_location.amount
while amount > 0 do
spawn_location.position = find_non_colliding_position(spawn_location.name, spawn_location.position, 2, 0.4) or spawn_location.position
create_entity(spawn_location)
amount = amount - 1
end
end)
---Spawns aliens given the parameters.
---@param aliens table index is the name, value is the amount of biters to spawn
---@param force LuaForce of the biters
---@param surface LuaSurface to spawn on
---@param x number
---@param y number
local function spawn_aliens(aliens, force, surface, x, y)
local position = {x = x, y = y}
local count_tiles_filtered = surface.count_tiles_filtered
local spawn_count = 0
for name, amount in pairs(aliens) do
local size_data = alien_size_chart[name]
if not size_data then
Debug.print_position(position, 'Unable to find prototype data for ' .. name)
break
end
local collision_box = size_data.collision_box
local left_top_x = collision_box.left_top.x * 1.6
local left_top_y = collision_box.left_top.y * 1.6
local right_bottom_x = collision_box.right_bottom.x * 1.6
local right_bottom_y = collision_box.right_bottom.y * 1.6
for i = #locations_to_scan, 1, -1 do
local direction = locations_to_scan[i]
local x_center = direction.x + x
local y_center = direction.y + y
-- *_center indicates the offset center relative to the location where it should spawn
-- the area is composed of the bounding_box of the alien with a bigger size so it has space to move
local offset_area = {
left_top = {
x = floor(x_center + left_top_x),
y = floor(y_center + left_top_y),
},
right_bottom = {
x = ceil(x_center + right_bottom_x),
y = ceil(y_center + right_bottom_y),
},
}
-- can't spawn properly if void is present
if count_tiles_filtered({area = offset_area, name = 'out-of-map'}) == 0 then
spawn_count = spawn_count + 1
Task.set_timeout_in_ticks(spawn_count, do_alien_mining, {
surface = surface,
clear_area = offset_area,
spawn_location = {
name = name,
position = {x = x_center, y = y_center},
force = force,
amount = amount
},
})
break
end
end
end
end
--[[--
Registers all event handlers.
]]
function AlienSpawner.register(config)
local alien_minimum_distance_square = config.alien_minimum_distance ^ 2
local alien_probability = config.alien_probability
local hail_hydra = config.hail_hydra
if size(hail_hydra) > 0 then
Event.add(defines.events.on_entity_died, function (event)
local entity = event.entity
local name = entity.name
local hydras = hail_hydra[name]
if not hydras then
return
end
local position = entity.position
local force = entity.force
local evolution_factor = force.evolution_factor
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(hydras) 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 then
spawned.shooting_target = cause
end
end
end
end)
end
Event.add(Template.events.on_void_removed, function (event)
local force = game.forces.enemy
local evolution_factor = force.evolution_factor
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force.evolution_factor = evolution_factor + 0.0000024
local position = event.position
local x = position.x
local y = position.y
if (x * x + y * y < alien_minimum_distance_square or alien_probability < random()) then
return
end
local aliens = AlienEvolutionProgress.getBitersByEvolution(random(1, 2), evolution_factor)
for name, amount in pairs(AlienEvolutionProgress.getSpittersByEvolution(random(1, 2), evolution_factor)) do
local existing = aliens[name]
if existing then
amount = amount + existing
end
aliens[name] = amount
end
spawn_aliens(aliens, force, event.surface, x, y)
end)
end
function AlienSpawner.get_extra_map_info(config)
return [[Alien Spawner, aliens might spawn when mining!
Spawn chance: ]] .. (config.alien_probability * 100) .. [[%
Minimum spawn distance: ]] .. config.alien_minimum_distance .. ' tiles'
end
function AlienSpawner.on_init()
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-- base factorio = time_factor = 0.000004
game.map_settings.enemy_evolution.time_factor = 0.000008
game.forces.enemy.evolution_factor = 0.1
game.map_settings.pollution.enabled = false
end
return AlienSpawner