--[[ 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. ---- 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. ]]-- local Event = require 'utils.event' --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 --states local IDLE = 1 local BASE_SEARCH = 2 local ATTACKING = 3 local bases local chunklist local state local lastattack local c_index local random = math.random local function biter_attack() local maxindex = #bases local surface = game.surfaces[1] for i=c_index, c_index+processchunk, 1 do if i > maxindex then -- we're done here state = IDLE break end if random() < surface.darkness then local base = bases[i] local group=surface.create_unit_group{position=base} for _, biter in ipairs(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.surfaces[1].print("sending biters") end --group.set_command{ type=defines.command.attack_area, destination=game.players[1].position, radius=200, distraction=defines.distraction.by_anything } end end end c_index = c_index + processchunk --Reset if we're moving to the next state. if state == IDLE then c_index = 1 lastattack = game.tick end end local function shuffle_table( t ) assert( t, "shuffle_table() expected a table, got nil" ) local iterations = #t local j for i = iterations, 2, -1 do j = random(i) t[i], t[j] = t[j], t[i] end end local function find_bases() if c_index == 1 then bases = {} end local maxindex = #chunklist for i=c_index, c_index+processchunk, 1 do if i > maxindex then -- we're done with the search state = ATTACKING break end if game.surfaces[1].get_pollution(chunklist[i]) > 0.1 then local chunkcoord = chunklist[i] if (game.surfaces[1].count_entities_filtered{area={{chunkcoord.x-16, chunkcoord.y-16},{chunkcoord.x+16, chunkcoord.y+16}}, type = "unit-spawner"}) > 0 then table.insert(bases,chunkcoord) end end end c_index = c_index + processchunk --Reset if we're moving to the next state. if state == ATTACKING then c_index = 1 shuffle_table(bases) if _DEBUG then game.surfaces[1].print("bases added: " .. tostring(#bases)) end end end local function on_chunk_generated(event) -- Track when new chunks are generated and add them on. -- NOTE: The game's debug menu can show potentially hundreds of ungenerated chunks -- It's normal for this count to lag behind chunks in the debug menu. if event.surface == game.surfaces[1] then local chunk = {} local coords = event.area.left_top chunk.x = coords.x+16 chunk.y = coords.y+16 table.insert(chunklist, chunk) end end local function on_tick(event) if event.tick % timeinterval == 0 then if game.surfaces[1].darkness > 0.5 and state == IDLE and event.tick >= lastattack + timeinterval and random() > 0.5 then -- Search for bases, then attack state = BASE_SEARCH if _DEBUG then game.surfaces[1].print("entering attack mode") --for debug end end end if state == BASE_SEARCH then -- This is called every tick while in this state -- But only a small amount of work is done per call. -- State will change when it's finished. find_bases() elseif state == ATTACKING then biter_attack() end end local function on_init() bases = {} chunklist = {} state = IDLE --prevents attacks from happening too often lastattack = 0 c_index=1 end Event.add(defines.events.on_chunk_generated, on_chunk_generated) Event.add(defines.events.on_tick, on_tick) Event.on_init(on_init)