--[[ This module allows for massive biter attacks without inflicting lag spikes by scanning large areas at once. There are options in the config to regulate the following: Attacks sent against random players on timed intervals. Attacks sent on the launch of rockets. There is a command available in admin_commands. There is also a public function allowing the sending of attacks by other modules. Public.launch_attack takes a table of arguments and will send an attack against a specific entity or position. ]] -- Dependencies local Global = require 'utils.global' local Task = require 'utils.task' local Token = require 'utils.token' local table = require 'utils.table' local Event = require 'utils.event' local Game = require 'utils.game' local Command = require 'utils.command' local RS = require 'map_gen.shared.redmew_surface' local Ranks = require 'resources.ranks' local Color = require 'resources.color_presets' local config = global.config.biter_attacks -- The local copy of config should only be used during the control stage -- Localized functions local random = math.random local insert = table.insert local ceil = math.ceil -- Constants local defaults = { total_scan_radius = 5000, individual_scan_radius = 500 -- a 500 radius scan is < 0.5ms on avg } -- Local vars local timed_attack_token local setup_scans_token local biter_scan_token local Public = {} -- Global tokens local Attack_data = { attack_lockout = nil, enemy_unit_group = nil, scan_index = 1, biter_count = 0, attack_pos = nil, force_name = nil } Global.register( { Attack_data = Attack_data }, function(tbl) Attack_data = tbl.Attack_data end ) -- Local functions --- Cleans the primitive data for a new attack local function init_data(surface, scan_center) if Attack_data.enemy_unit_group then Attack_data.enemy_unit_group.destroy() Attack_data.enemy_unit_group = nil end if not surface or not surface.valid then return end Attack_data.enemy_unit_group = surface.create_unit_group {position = scan_center} Attack_data.scan_index = 1 Attack_data.biter_count = 0 end --- Calculates the number of biters to send for timed attacks according to the difficulty selected -- @return local function calculate_biters() local multiplier = global.config.biter_attacks.timed_attacks.attack_difficulty return ceil((game.forces.enemy.evolution_factor * 100 * multiplier)) end --- Take a large scan radius and break it into smaller pieces -- Spirals from the middle outward (right first then clockwise) -- @param data contains: -- scan_center
Position -- total_scan_radius radius of total scan desired -- individual_scan_radius radius of individual scans -- @return
array of Positions (centers of scans) local function split_scan_radius(data) local center, scan_size = data.scan_center, data.individual_scan_radius local scan_centers = {} local scan_diameter = scan_size * 2 local num_scan_rows = math.ceil(data.total_scan_radius / scan_size) -- number of scans per row/column local total_scans = num_scan_rows ^ 2 local x_offset = center.x or center[1] local y_offset = center.y or center[2] local dx, x, y = 0, 0, 0 local dy = -1 local half_rows = num_scan_rows / 2 for i = 1, total_scans do if (-half_rows <= x and x <= half_rows) and (-half_rows < y and y <= half_rows) then scan_centers[i] = {(x * scan_diameter) + x_offset, (y * scan_diameter) + y_offset} end if x == y or (x < 0 and x == -y) or (x > 0 and x == 1 - y) then dx, dy = -dy, dx end x, y = x + dx, y + dy end return scan_centers end --- Sets up a queue of scans -- @param data
for specifics see data param for Public.launch_attack local function setup_scans(data) -- If an attack is already being setup, try again in a minute if Attack_data.attack_lockout then Task.set_timeout(60, setup_scans_token, data) return else Attack_data.attack_lockout = true end -- Initialize our data for this attack init_data(data.surface, data.scan_center) Attack_data.attack_pos = data.attack_pos or data.scan_center Attack_data.force_name = data.force -- allowed to be nil -- Split the large scan into parts local scan_centers = split_scan_radius( { scan_center = data.scan_center, total_scan_radius = data.total_scan_radius or defaults.total_scan_radius, individual_scan_radius = data.individual_scan_radius or defaults.individual_scan_radius } ) -- Queue the scans Task.queue_task( biter_scan_token, { scans = scan_centers, surface = data.surface, scan_center = data.scan_center, biters_to_send = data.biters_to_send or calculate_biters(), radius = data.individual_scan_radius or defaults.individual_scan_radius, target_ent = data.target_ent -- allowed to be nil }, #scan_centers ) end --- Sends attacks against players on launches local function rocket_launched(event) local entity = event.rocket_silo if not entity or not entity.valid or not entity.force == 'player' then return end local count = game.forces.player.rockets_launched local data = { surface = entity.surface, scan_center = entity.position, attack_pos = entity.position, biters_to_send = 1000, total_scan_radius = 10000, force = 'player' } if not global.config.biter_attacks.launch_attacks.first_launch_only and count > 1 then --send attack of 1k setup_scans(data) game.print({'biter_attacks.rocket_launch_attack'}) elseif count == 1 then -- send every living biter data.biters_to_send = math.huge setup_scans(data) game.print({'biter_attacks.first_rocket_launch_attack'}) end end -- Tokens setup_scans_token = Token.register(setup_scans) --- Issues attack orders to the enemy unit group -- @param data
contains attack_pos (a Position), target_ent (a LuaEntity) local function set_attack_command(data) local command_table = { type = defines.command.compound, structure_type = defines.compound_command.return_last, commands = { { type = defines.command.attack_area, destination = data.attack_pos, radius = 150, distraction = defines.distraction.by_anything }, { type = defines.command.attack_area, destination = {0, 0}, radius = 1500, distraction = defines.distraction.by_anything } } } local target_ent = data.target_ent if target_ent and target_ent.valid then insert( command_table.commands, 1, { type = defines.command.attack, target = target_ent, distraction = defines.distraction.by_damage } ) end Attack_data.enemy_unit_group.set_command(command_table) Debug.print({message = 'attack sent', num_sent = #Attack_data.enemy_unit_group.members}) Attack_data.attack_lockout = nil end --- Scans a segment of map and enters the biters into the unit group -- @param data
contains surface (a LuaSurface), scans (a table of scan centers) -- radius (number), scan_center (a Position), target_ent (a LuaEntity), force (string) biter_scan_token = Token.register( function(data) -- Localized data not passed through to next run local scan_index = Attack_data.scan_index local biter_count = Attack_data.biter_count local add_member = Attack_data.enemy_unit_group.add_member -- Localize function local biters_to_send = data.biters_to_send -- Scan the area and enter biters into the unit group local ents = data.surface.find_enemy_units(data.scans[scan_index], data.radius, Attack_data.force_name or 'player') for i = 1, #ents do biter_count = biter_count + 1 add_member(ents[i]) if biter_count >= biters_to_send then Debug.print({message = 'attack ordered', biter_count = biter_count, biters_to_send = biters_to_send}) Attack_data.biter_count = biter_count set_attack_command({target_ent = data.target_ent, attack_pos = data.scan_center}) return false end end Attack_data.biter_count = biter_count if scan_index == #data.scans then Debug.print({message = 'attack ordered', biter_count = biter_count, biters_to_send = biters_to_send}) set_attack_command({target_ent = data.target_ent, attack_pos = data.scan_center}) return false end Attack_data.scan_index = scan_index + 1 return true end ) --- Sets up the parameters for an auto attack on a random player timed_attack_token = Token.register( function() local surface local scan_center local target_ent -- Pick a random online player local connected_players = game.connected_players local player = connected_players[random(#connected_players)] if player and player.valid then surface = player.surface scan_center = player.position local character = player.character if character and character.valid then target_ent = character end else surface = RS.get_surface() scan_center = game.forces.player.get_spawn_position(surface) end local data = { surface = surface, scan_center = scan_center, attack_pos = scan_center, target_ent = target_ent, total_scan_radius = defaults.total_scan_radius, individual_scan_radius = defaults.individual_scan_radius } setup_scans(data) Task.set_timeout(global.config.biter_attacks.timed_attacks.attack_frequency, timed_attack_token, {}) end ) -- Public functions --- Launches a biter attack -- @param data
contains: -- surface -- scan_center
Position center location of total scan radius -- attack_pos
(optional, defaults to using scan_center) Position for biters to attack -- biters_to_send (optional, defaults to calling calculate_biters) the maximum number of biters to send as an attack -- target_ent (optional) the entity for attacks to target, if given, takes priority over attack_pos -- total_scan_radius (optional) the maximum radius to scan for biters -- individual_scan_radius (optional) radius of the individual scans -- force (optional, default = 'player') the force to send an attack against function Public.launch_attack(data) setup_scans( { surface = data.surface, scan_center = data.scan_center, attack_pos = data.attack_pos, biters_to_send = data.biters_to_send, target_ent = data.target_ent, total_scan_radius = data.total_scan_radius or defaults.total_scan_radius, individual_scan_radius = data.individual_scan_radius or defaults.individual_scan_radius, force = data.force } ) end -- Events if config.launch_attacks.enabled then Event.add(defines.events.on_rocket_launched, rocket_launched) end if config.timed_attacks.enabled then Event.on_init( function() Task.set_timeout(global.config.biter_attacks.timed_attacks.attack_frequency, timed_attack_token, {}) end ) end -- Commands --- Launches a biter attack local function biter_attack(args) local target_name = args.player local target = game.players[target_name] if not target or not target.valid then Game.player_print({'common.fail_no_target', target_name}, Color.fail) return end local biters_to_send = tonumber(args.quantity) if not biters_to_send then Game.player_print('Not a number', Color.white) return end local target_pos = target.position local surface = target.surface local spawn_loc = target.force.get_spawn_position(surface) local character = target.character if not character or not character.valid then character = nil end local data = { surface = surface, scan_center = target_pos, attack_pos = spawn_loc, biters_to_send = biters_to_send, target_ent = character } Public.launch_attack(data) Game.player_print('Attack ordered', Color.success) end Command.add( 'biter-attack', { description = 'Orders the provided number of biters to attack the provided player ', arguments = {'player', 'quantity'}, required_rank = Ranks.admin, allowed_by_server = true }, biter_attack ) return Public