--[[ Softmod rewrite of https://mods.factorio.com/mod/Nightfall written by Yehn and used under the MIT license Copyright 2018 Yehn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ---- With Nightfall, biters in polluted areas become more aggressive at night. TODO: Look into triggering existing unit groups to attack in unison with the groups we generate. ]] -- -- Dependencies local Event = require 'utils.event' local Global = require 'utils.global' local RS = require 'map_gen.shared.redmew_surface' local table = require 'utils.table' local random = math.random local insert = table.insert -- config settings -- basic interval for checks local timeinterval = 2689 --2700 is ~45 seconds at 60 UPS -- how many chunks to process in a tick local processchunk = 5 -- end of config -- states local IDLE = 1 local BASE_SEARCH = 2 local ATTACKING = 3 -- create globals local chunklist = {} local data = {bases = {}, c_index = 1, state = 1, lastattack = 0} Global.register( { chunklist = chunklist, data = data }, function(tbl) chunklist = tbl.chunklist data = tbl.data end ) --- Called each tick when in ATTACKING state, scans through _processchunk_ chunks -- looking for biters and adding them to a group local function biter_attack() local maxindex = #data.bases local surface = RS.get_surface() for i = data.c_index, data.c_index + processchunk, 1 do if i > maxindex then -- we reached the end of the table data.state = IDLE break end if random() < surface.darkness then local base = data.bases local group = surface.create_unit_group {position = base} for _, biter in pairs(surface.find_enemy_units(base, 16)) do group.add_member(biter) end if #group.members == 0 then group.destroy() else --autonomous groups will attack polluted areas independently group.set_autonomous() if _DEBUG then game.print('[NIGHTFALL] sending biters to attack') end end end end data.c_index = data.c_index + processchunk --Reset if we're moving to the next state. if data.state == IDLE then data.c_index = 1 data.lastattack = game.tick if _DEBUG then game.print('[NIGHTFALL] attack complete') end end end --- Called each tick when in BASE_SEARCH state, scans through _processchunk_ chunks -- looking for unit spawners and adding them to the bases table, when done iterating -- through chunklist it sets the state to ATTACKING local function find_bases() local get_pollution = RS.get_surface().get_pollution local count_entities_filtered = RS.get_surface().count_entities_filtered if data.c_index == 1 then data.bases = {} end local maxindex = #chunklist for i = data.c_index, data.c_index + processchunk, 1 do if i > maxindex then -- we're done with the search data.state = ATTACKING break end if get_pollution(chunklist[i]) > 0.1 then local chunkcoord = chunklist[i] if (count_entities_filtered { area = {{chunkcoord.x - 16, chunkcoord.y - 16}, {chunkcoord.x + 16, chunkcoord.y + 16}}, type = 'unit-spawner', limit = 1 }) > 0 then insert(data.bases, chunkcoord) end end end data.c_index = data.c_index + processchunk --Reset our index and shuffle the table if we're moving to the next state. if data.state == ATTACKING then data.c_index = 1 if #data.bases > 0 then table.shuffle_table(data.bases) end if _DEBUG then game.print('[NIGHTFALL] bases added: ' .. tostring(#data.bases)) game.print('[NIGHTFALL] entering ATTACKING state') end end end --- When a chunk is generated, add it to the chunklist local function on_chunk_generated(event) if event.surface == RS.get_surface() then local chunk = {} local coords = event.area.left_top chunk.x = coords.x + 16 chunk.y = coords.y + 16 insert(chunklist, chunk) end end --- Every tick, choose between searching for bases, preparing an attack, or doing nothing -- See the definitions of the called function for further information local function on_tick() if data.state == BASE_SEARCH then find_bases() elseif data.state == ATTACKING then biter_attack() end end --- Change us from idle to searching for bases if the conditions are met. local function on_interval() if RS.get_surface().darkness > 0.5 and random() > 0.5 and data.state == IDLE and game.tick >= data.lastattack + timeinterval then data.state = BASE_SEARCH if _DEBUG then RS.get_surface().print('[NIGHTFALL] entering BASE_SEARCH state') --for debug end end end Event.add(defines.events.on_chunk_generated, on_chunk_generated) Event.add(defines.events.on_tick, on_tick) Event.on_nth_tick(timeinterval, on_interval)